A cube of sugar escapes the factories to avoid the fate of being a cookie!
출시 날짜: 2012년 11월 7일
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Sugar Cube: Bittersweet Factory 구매

includes the Sugar Cube: Bittersweet Factory soundtrack.

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To celebrate greenlit, Sugar Cube: BF is 61% off!

2014년 5월 19일

Yeah, I know that '61' is a weird number for sale. Our 2nd commercial game '6180 the moon' has been greenlit in last week. To celebrate, Sugar Cube: Bittersweet Factory is 61% off now for a week!

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“Responsive and well-tuned, with one unique mechanic that makes it interesting.”
Play This Thing!

“It’s cute, it’s fun, and it’s original.”
7/10 – darkzero

“Sugar Cube presents a short, sweet, mind-working, challenge”
77/100 – Indie Game Magazine

게임 정보

A cube of sugar escapes from factories to avoid the fate of becoming a cookie!

Sugar Cube: Bittersweet Factory is a 2D platformer game that presents the story of a sugar cube. The background tiles of the game have two sides, namely, the front and the back. These tiles can be flipped for access to critical hints to solve different levels. They may or may not help you, so pay attention!

The game is the full version of IGF China 2010's winner, Sugar Cube. It includes 5 factory themes containing 90 levels and 2 endings. Also included is the full soundtrack of the game.

Note: Soundtrack will be located at -> Steam -> Steamapps -> Common -> Sugar Cube Bittersweet Factory -> Soundtrack

시스템 요구 사항

    • OS:Windows XP
    • Processor:1.66GHz
    • Memory:1 GB RAM
    • Graphics:DirectX compatible card
    • DirectX®:9.0c
    • Hard Drive:180 MB HD space
유용한 고객 평가
3명 중 2명(67%)이 이 평가를 유용하다고 평가했습니다.
5.4 시간 기록
평범한 플랫포머

보통의 경우 마지막으로 갈수록 많이 어려워지는 경우가 많은데 그렇지는 않다.
패드를 던지고 싶은 구간은 없었다.
시간나면 해볼만한 게임
게시 일시: 2014년 6월 11일
이 평가가 유용한가요? 아니요
3명 중 2명(67%)이 이 평가를 유용하다고 평가했습니다.
1.6 시간 기록
꽤나 재밌는 국산 인디게임. 추천
게시 일시: 2014년 4월 10일
이 평가가 유용한가요? 아니요
41명 중 31명(76%)이 이 평가를 유용하다고 평가했습니다.
1.6 시간 기록
As you absentmindedly stir them into your morning coffee and sprinkle it on your grapefruit, did you ever consider that maybe sugar has feelings too? Not just feelings, but friends and families; a whole life that inevitably leads to a tragic ending. The sugar cubes in Turtle Cream's Bittersweet Factory have had enough of this grueling cycle, and thus look to you to guide them to safety...but do you really want to?

Sugar Cube: Bittersweet Factory is nothing if not original, but a delightful premise and strangely charming characters can only take a game so far. Something of a puzzle platformer, levels are built around a mechanic of flipping the background to reveal or make disappear platforms, buttons, and whatever other manor of device is for some reason sitting here with these anthropomorphic sweeteners, with the express goal of making it to the exit (and by extension, freedom). It's a solid mechanic on paper that I can't recall seeing used in quite the same way, but when executed boils down to a lot of blind luck and frustration.

As you are only able to flip tiles in a small area around you, you're often forced to awkwardly jump around to reveal tiles (most of which you have no way of finding without raw trial and error), which leads to an endless stream of inaccuracies. Because the grid around you that decrees what tiles you can flip is never quite constant, it's enough of a challenge to get tiles to flip consistently, which is to say nothing of the precision required in later levels. Difficulty through mechanical issues is never the right way to challenge the player, and this mistake is built into the foundation of everything Sugar Cube attempts.

Despite being most easily described as a puzzle platformer, there's a noticeable absence of anything intended to make you think or otherwise befuddle. Levels are decidedly straight forward from beginning to end, with rarely a spot of innovation or an interesting use of the game's sole mechanic. Haphazard and nondescript, each level bleeds into the next with a dull and tedious complacency, missing every halfhearted opportunity to do something inspired until you finally stumble upon the ending less than two hours later.

That ending is Sugar Cube's one redeeming quality, and not just because it means I can finally set it down and move onto better games. As the credits role, an upbeat track cutely puts into words just how sad a world it would be without chocolate. It's charming and catchy, and for a moment made me completely forgive the numerous mistakes that Sugar Cube otherwise makes. I couldn't help but love it and will surely have it stuck in my head and on my playlist for some time to come.

Unfortunately, the journey to get to that point is nowhere near as sweet and for a game about sugar left a rather sour taste in my mouth.
게시 일시: 2014년 4월 26일
이 평가가 유용한가요? 아니요
6명 중 5명(83%)이 이 평가를 유용하다고 평가했습니다.
3.6 시간 기록
The game is a metaphor for pidgeonholing in mainstream society....could be pidgeonholing based on class, education, wealth, age, colour, religion, sexuality, ginger hair ect.

Sugar Cube man can relate and has your back. Formed from a lump of refined sugar his destiny was to be one of the main ingredients in some form of delicious sugary but unhealthy snack, possibly a cinnamon and raisin pastry. Sugar Cube man shuns this destiny, this is where you come in.

The game has the appearance of a tablet/casual game but when you play you quickly realise it's a single screen puzzle platformer with unique gameplay elements, the general aim being to get from A to B on the vast majority of levels. By unique I refer specifically to the platforming aspect, Sugar Cube man can form his own platforms. The levels are comprised of numerous tiles which flip over when you jump towards them revealing various types of platforms, if you jump towards them again they flip back over to their previous state which is the main puzzle element. You navigate through levels by flipping tiles to form platforms but have to be careful not to remove platforms in the process through retreading old ground, a button on the controller can be used to hold platforms in stasis which becomes an essential part of gameplay as the game progresses, it really is quite a genius game mechanic.

My minor complaints would be the aspect ratio/resolution, if this were 720P/1080P you'd have a cute looking game, at the moment it looks stretched and low res with no video options. I also fealt the soundtrack didn't convey Sugar Cube man's plight, for full effect I recommend playing the game to the dulcet tones of "SugarMan" by Rodriguez, it's a song which im guessing was written in the 70s as every other line is about drug use (winners don't use drugs) but in capturing Sugar Cube man's struggle against "the man" I feel it succeeds on every level.

Sugar Cube man has your back.
게시 일시: 2014년 4월 29일
이 평가가 유용한가요? 아니요
6명 중 4명(67%)이 이 평가를 유용하다고 평가했습니다.
5.2 시간 기록
Aww, soooo cuuuuute! :3

Sugar Cube: Bittersweet Factory (henceforth shortened to SC:BF) is a cute little puzzle platformer, the first game from indie game studio Turtle Cream Studio. I only noticed that they were actually a Korean studio upon finishing the game and watching the credits, LOL.

The entire premise of the game is based around the character (let's call him Sugar) flipping tiles to open up secret hidden passageways and/or platforms and/or machines in order to solve the levels. Like Fez, the main gimmick was rather unique and interesting at first, but soon got rather repetitive. It's also a bit sad that the boss levels aren't really boss levels, since Sugar is so vulnerable that touching any enemy instantly OHKOs him.

As for the art style, animations are rather simplistic and rather more suited to younger people due to the rather kiddy style artwork. However, the production values of this do look and feel relatively low as well, more suited to a flash game. I felt this the most when using the menus of the game.

Level complexity-wise, not too bad. There's a rather nice difficulty curve and some levels do end up as trial-and-error affairs, but overall the levels aren't too tricky to just complete. The tricky part lies in completing ALL these levels in each chapter without dying once. Now, not dying in each level is simple enough, but to string together a whole bunch of them is a challenge best reserved for the more skillful and those with a better memory.

In all, the game is also rather short, I took around 3 to 4 hours to complete the whole story. I still have the no death achievements to get to, but I don't forsee myself getting them in the near future.

Thus...this is a more guarded recommendation compared to most of my other recommendations. SCBF's tile-flipping mechanic and the really cute graphics are good enough to while away a few hours of your time if you're looking for something to do to pass the time while waiting for the next big game to land in Steam.

It should be mentioned though that for a first effort, this is actually quite decent, and coming from an Asian game studio too. We rarely see a lot of those studios making games for Steam, and (as of this date) their second game 6180: the moon has been Greenlit. I hope to see great things from them in the future.

When to buy: Did you know it's been bundled twice?
Try trading for a bundle key, it'll be nice.
Why on earth is there such a preposterous rhyme?
I don't know, I just had the time.

게시 일시: 2014년 6월 8일
이 평가가 유용한가요? 아니요
5명 중 4명(80%)이 이 평가를 유용하다고 평가했습니다.
9.6 시간 기록
가볍게 즐기기 좋은 한국산 플랫포머 게임.
슈퍼 미트보이가 피튀기는 고어물 이라면, 이쪽은 아기자기한 치유물의 분위기.
게시 일시: 2013년 11월 2일
이 평가가 유용한가요? 아니요