MirrorMoon EP is a game about mystery and exploration set in outer space. These space travels begin on a red planet and its unique moon and extend across galaxies. The single player part of MirrorMoon EP blends adventure and exploration with navigation-based puzzle solving.
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Ημερομηνία κυκλοφορίας: 4 Σεπ 2013

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Αγορά MirrorMoon EP

ΚΑΛΟΚΑΙΡΙΝΗ ΠΡΟΣΦΟΡΑ! Λήγει 4 Ιουλίου

 

Κριτικές

"Genuinely invokes the early days of human exploration"
9/10 - Eurogamer

"With beautiful artistic touches throughout and gameplay that doesn’t feel traditional at all, the experience that is MirrorMoon EP is one that will likely stick with me for years"
10/10 - Shogun Gamer

"[...] one of the most dazzling moments I’ve ever experienced in a game"
Indie Statik

"When I was a kid, I was deathly afraid of space. The stark, vast beauty of the night sky both entranced and terrified me [...] While I have long since overcome those fears, MirrorMoon brought the memories of them back with a vengeance. I have never played a game that captures the simple and dangerous beauty of space quite like it."
Game Front

"More Abstract Puzzle Games Like MirrorMoon EP, Please"
Kotaku

Σχετικά με αυτό το παιχνίδι

MirrorMoon EP is a game about mystery and exploration set in outer space.
These space travels begin on a red planet and its unique moon and extend across galaxies.
The single player part of MirrorMoon EP blends adventure and exploration with navigation-based puzzle solving. The multiplayer of MirrorMoon EP lets players share Galaxy Maps with other players: the first explorers to land on a planet will be able to name its Star System and that name will be forever bound to the star for any other fellow traveler who encounters it.

Each Galaxy consists of a thousand Systems: it will be possible to fully discover the mysteries of MirrorMoon EP only while collaborating with other players.
Through the apparently indecipherable cockpit of an unknown spacecraft, players will be able to locate and travel to mysterious planets. Each planet has artifacts, buildings, and puzzles on its surface, hidden in astonishing low-poly sceneries.



MirrorMoon was nominated for the Nuovo Award for innovation in games at Independent Game Festival 2013 and was also part of the Official IndieCade and Fantastic Arcade 2012 selections. Since then, MirrorMoon has grown considerably. EP stands for Extended Play, representing all the new content that we added for the official release.

Απαιτήσεις συστήματος

Windows
Mac OS X
SteamOS + Linux
    ΕΛΑΧΙΣΤΕΣ:
    • ΛΣ: XP SP3 +
    • Επεξεργαστής: 2.0GHz CPU
    • Μνήμη: 2 GB RAM
    • Γραφικά: 512MB graphics card
    • Αποθήκευση: 200 MB διαθέσιμος χώρος
    ΠΡΟΤΕΙΝΟΜΕΝΕΣ:
    • Δίκτυο: Ευρυζωνική σύνδεση διαδικτύου
    ΕΛΑΧΙΣΤΕΣ:
    • ΛΣ: 10.6 +
    • Επεξεργαστής: 2.0GHz CPU
    • Μνήμη: 2 GB RAM
    • Γραφικά: 512MB graphics card
    • Αποθήκευση: 200 MB διαθέσιμος χώρος
    ΠΡΟΤΕΙΝΟΜΕΝΕΣ:
    • Δίκτυο: Ευρυζωνική σύνδεση διαδικτύου
    ΕΛΑΧΙΣΤΕΣ:
    • ΛΣ: Ubuntu 10
    • Επεξεργαστής: 2.0GHz CPU
    • Μνήμη: 2 GB RAM
    • Γραφικά: 512MB graphics card
    • Αποθήκευση: 200 MB διαθέσιμος χώρος
    ΠΡΟΤΕΙΝΟΜΕΝΕΣ:
    • ΛΣ: Ubuntu 12.04 LTS
    • Δίκτυο: Ευρυζωνική σύνδεση διαδικτύου
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Πρόσφατα αναρτημένες
Ex_
( 4.1 ώρες στο μητρώο )
Αναρτήθηκε: 15 Ιουνίου
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SDLKGJ;LKDJ;LKGJ;DKGKL;LJERI,';LK/;G
LIKE
VanCleef
( 4.4 ώρες στο μητρώο )
Αναρτήθηκε: 15 Ιουνίου
Such an interesting and very well designed experience. Do not buy it if you are expecting a conventional game, or just wait for Steam sales.


SPOILER:

Main inspiration for "No Man's Sky"?
Endothelial Invasion
( 0.7 ώρες στο μητρώο )
Αναρτήθηκε: 8 Ιουνίου
this game is the ♥♥♥♥
Fenrakk101
( 7.6 ώρες στο μητρώο )
Αναρτήθηκε: 5 Ιουνίου
The more I think about MirrorMoon EP, the harder it is to remember what I liked about it. Pretty much every major aspect of the game is broken: it's an "artsy" game that restricts your ability to look around, it's an exploration game where you spend most of your time waiting around until the ship reaches its next destination, and it's a puzzle game that involves wandering around from point A until you find point B. It also has some sort of story, I think?

By far the most frustrating aspect of the game is the fuel guage. You don't need fuel to get around, but having fuel makes the journeys much faster - and even with fuel, it can take several minutes to get between stars. Several minutes with nothing to do, and there's even an achievement that encourages you to get up and walk away instead of waiting. The most insulting part is that there's literally no reason to have such a feature; going to faraway stars isn't exactly a huge advantage that players should be discouraged from. The fuel systems seems to encourage players to solve puzzles on planets (as they reward fuel for completion), but the puzzles themselves are so dull and repetitive that one wonders why the game would want to force them on you.

The game culminated in a search for the "anomaly star," and at first it seems like a compelling enough task: certain rare planets will have it marked in the sky, along with constellations that have several other stars labeled. This requires you to go back to your navigation panel and try to line up the stars from the planet to the stars in space, and this is where the entire process breaks down. There is no way to mark stars from the navigation panel, although you can go to them and back, and use your trails to mark where the important stars are. So get ready to potentially spend hours underoing a task that, by all accounts, should be a basic and obvious feature. I don't know what it's like to search for the star after you've marked out anything of importance, because while looking for the fifth time for a star I kept losing track of, I found a system labeled "ANOMLY" and that was the end of my search.

The ending is also supremely rubbish. You redo the first puzzle of the game, but two-thirds of the way through it stops you and rolls the credits. The first level was a much better finale than the actual finale. I might have been content with it if the game wasn't so stubborn about making everything obtuse and artsy solely for the sake of everything being obtuse and artsy; the achievement for completing this level is "No More Parodxes," not that I had any idea paradoxes were ever involved.

I would actually recommend it if you have a few hours to spend and are looking for an unusual experience; MirrorMoon EP is one of the more unique experiences I've had, and I don't regret my time spent with it. I just can't recommend it on its own merits.
FrostTaco csgoSwapper.com
( 1.6 ώρες στο μητρώο )
Αναρτήθηκε: 9 Μαΐου
This game is really awesome, but confusing. I always forget the controls, but when I remember them, the games super fun. I'm just stuck at 1 place, which is really hard to get past.
Duncan Hunter
( 83.4 ώρες στο μητρώο )
Αναρτήθηκε: 1 Μαΐου
Trippy as hell, simple, yet somehow can quench a real thirst for adventure. This game is incredible. Treat yourself.
vapenash
( 15.0 ώρες στο μητρώο )
Αναρτήθηκε: 4 Απριλίου
MirronMoon EP is a fantasic game for people looking for something that challenges you to understand what is happening and to control your journey.
-Ω-
( 1.1 ώρες στο μητρώο )
Αναρτήθηκε: 31 Μαρτίου
You're in a spaceship. There's nothing but a few dials and nodes. There's a map of the stars on one LCD screen. You mess around, press a few buttons, there's clicking and whirring and a few lights come on, illuminating your controls.

You eventually press down a lever and suddenly, you're on a strange, red planet. The surface is round, and it appears that this particular planet is rather small. You begin to walk. Ages pass, you do not notice. Eventually, you reach a palace made of light. On a pedestal sits a device.

You pick up the device, and it hums with a strange light. You can feel the universe bend.

You move on.
Lum
( 0.4 ώρες στο μητρώο )
Αναρτήθηκε: 22 Μαρτίου
alright, so this sucked.
if you already know the main mechanic of the game (the mirrormoon) please note that there are no mouse controls.
if you don't, there's a sort of minimap in the sky that you can consult and is necessary to solve any puzzle.
except you can only consult this godly minimap when looking across the curvature of whichever planet you're on.
also note that the ship controls are confusing ("what the hell does this button do?") and there's no real tutorial ("WHAT THE HELL DOES THIS BUTTON DO?").
imagine going to a foreign country in which you don't speak the language and there's nobody there, so you have to follow signs that you don't understand and use systems that aren't familiar to you to accomplish a goal that's not really clear beyond "explore".


tl;dr don't buy. it's kinda gross.
if you want space + explore, save up and buy elite:dangerous
if you want puzzles, buy antichamber (also no tutorial, but that's a more fitting use of the "I'm lost" feeling)
if you really really want this game, have read the reviews, and accept this for its shortcomings, go ahead. but do not buy it for full price.
iangoth
( 10.3 ώρες στο μητρώο )
Αναρτήθηκε: 20 Μαρτίου
When I started writing this review, I was on the fence about whether to recommend it or not. After reading my own thoughts on the game, I realized they were mostly negative. I will say that the game did keep me playing for 10 hours (enough for me to finish it and all achievements), and I don't regret purchasing it for $10. The game is unique, atmospheric and in a way, meditative, but in the end, there's just not that much there. It feels like the designer confused artsiness with actual content and gameplay depth.

I purchased Mirrormoon expecting a puzzle game, but there are really only two puzzles (three, if you count finding the "anomaly", which is the endgame condition). The first is the "Side A" section of the game, and although it is very enjoyable, it only lasts about 30 minutes. The second is figuring out the ship's controls, which again, is a short, one-time puzzle. The rest of the game--"Side B"--has you exploring a procedurally-generated galaxy, with planets similar to the one from Side A. The thing is, they all use just a subset of Side A mechanics without building on them at all, so you're really just going through the motions over and over. You'll never encounter a more interesting puzzle than the first, or even one you don't know how to solve already.

Weak as the puzzles are, I think it's clear the game is really intended to be about exploration. In many ways, the game does this well. When you start Side B, you are put into the current "Season," which is a finite, procedurally-generated galaxy shared with other players. When you're the first to solve a star, you get to name it, and all future players will see that name. In your search for the "anomaly" (vaguely hinted at in the starting text for Side B), you may even find that others have helpfully labeled important stars. The game captures the feel of deep space very well. But again, the downfall of the game is, you've seen nearly everything in Side A. The planets vary in color scheme and in the 3-4 structures strewn across the surface, but that's basically it. You can spend an hour hopping from planet to planet, and the payoff is... you see a handful of colored posts on one of them, or a lone chair. The most interesting find you can make would be one of the observatory planets, but those are rare and don't justifly the effort needed to find one.

I guess after all that, the question is why I was willing to keep playing for 10 hours. I did find exploration somewhat meditative, and I suppose I did enjoy being the first to visit a planet, naming it and in a sense claiming ownership of it. More than anything, I suppose it was stubbornness and desire to see the ending. I was probably entertained for about 2 of those hours, relaxed for 3-4 of them, and frustrated, annoyed, or bored for the rest of the time.
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4.4 ώρες στο μητρώο
Αναρτήθηκε: 15 Ιουνίου
Such an interesting and very well designed experience. Do not buy it if you are expecting a conventional game, or just wait for Steam sales.


SPOILER:

Main inspiration for "No Man's Sky"?
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5.8 ώρες στο μητρώο
Αναρτήθηκε: 24 Μαΐου 2014
This game is beautiful and i really want to like it.
there seemed to be some kind of story and coherency at the beginning, but as far as i know the game has no end and goes on forever, you endlessly explore randomly generated planets (the bad kind of randomly generated i.e empty feeling and seeing the same things on multiple planets) and give them a name once you've found a white orb, why and for what? once you've explored an entire galaxy you just rinse and repeat with a new galaxy. finding those damn orbs on those empty planets with simplistic puzzles

i like art and slow burning exploration games. but in this case i can't help but ask: is there even a point, a goal?
and from what i've read on forums there isn't. and if that's the case this game just might be 2avantgarde4me. i heard about some kind of anomaly that you can find though, and i've seen ringed-in stars in the sky, but it's impossible to triangulate their position based on the information you are given. and if finding the anomaly is the point of the game, the journey getting there is too bland and empty for me to want to bother

i'm all for mystery, no handholding and a "the journey is the goal". but this game just might take those to such an extreme that it comes off as pretentious, farfetched and frustrating, it took me hours to even figure out how the ship worked, (most of that time went to trying to calculate what the numbers on the screens meant, finally understood that they were parsecs, fuel and coords etc) i've read interviews and i know that they wanted the ship to be a mystery and something you have to figure out, but to me, making it a mystery seemed only to serve as a filler to extend gametime and keep you intrested. and understandably so, because learning to operate the ship is more fun than actually exploring the planets. not only because the planets feel empty, but because the cockpit actually is one of the strenghts of the game, it is very detailed and everything you see inside it has meaning and every button does something. which even real simulator games fail to do right, the cockpit in train simulator for instance is just a toy, you can only operate a few essential levers and buttons and the rest is just window dressing. train simulator should learn from mirrormoon's cockpit. it's good.


but ultimatly the game suffers the same problems the tv show LOST does, too many questions and too few answers and all filler and frustration inbetween, and the answers you do get are farfetched and/or hamfisted.

now you might just think i'm not very patient but there is a difference between slowburners and bad pacing: a slowburner is well thought out; on how it will be percieved by the consumers, what message it wants to deliver and WHAT message it wants to deliver. you can extend running time in a manner that doesn't feel like filler and ask questions and keep the answers away from the consumer without being annoying. take 2001 a space odyssey for example, or the game FRACT OSC. those are good because they have soul, an artistic vision, are well thought out and takes into account how it will be perceived and experienced. And since mirrormoon is randomly generated (at least i think so, otherwise the leveldesign just sucks) there is no thought and structure put into the progression of game. making it feel soulless and empty, mirrormoon's artistic vision is beautiful though, but the progression and gameplay is kind of like fumbling in the dark to find marbles and once you got them all you throw them out on the floor to do the same thing again. now that might sound like some kind of avant garde flashmob act, but is it fun? not to me at least.
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17.1 ώρες στο μητρώο
Αναρτήθηκε: 25 Νοεμβρίου 2013
A procedrually generated space themed environmental puzzle game with a focus on exploration and navigation. Puzzles are procedurally generated and run the range of obvious and simple to clever and surprising. And sometimes even after the anamoly is solved there will still be things to do and discover on the planet, revealing easter eggs and other surprises. Once an anomaly is solved you get the right to name the star, as players explore the galaxy and solve anomalies the galaxy fills up with the unique signatures of various astronauts. This is a starkly beautiful game, evocative of the Italian underground indie freeware classic Noctis. The visual themes call back to Kubrick and Tarkovsky's work. This game is all about the journey.
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5.7 ώρες στο μητρώο
Αναρτήθηκε: 27 Νοεμβρίου 2013
I'm not going to lie, Mirrormoon was really irritating for me at first. I found myself rushing through the puzzles, jumping from planet to planet, trying desperately to figure things out, and usually with a negative result. But after awhile, I realized that Mirrormoon isn't about fast paced puzzle completion and bare bones "what you see is what you get" narrative. It's about discovery and exploration. Its subtlety and sublime beauty is what makes it great. The moment I let myself slowly get pulled into the massive scope of Mirrormoon is the moment things started making sense, and I began to truly appreciate what the game was trying to accomplish.
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1.0 ώρες στο μητρώο
Αναρτήθηκε: 15 Δεκεμβρίου 2014
This game has such a cool atmosphere and style, it's painful to think how good it could have been. Sadly, the puzzles are annoying and unpleasant. A lot of randomly walking around with no idea what to do, and frustrating mechanics.

For example, you can't look around, you can only move using WSAD. There's a moon in the sky you can look at to figure out what's going on, the "MirrorMoon." Since you can't actually look upwards at the sky, you have to wander around until the curvature of the planet aligns you properly just to see this thing, and then try to memorize where to go before you blindly wander off looking for what to do next. A small task that should take 2 seconds becomes a huge chore. The whole time I was like "WHY CAN'T I JUST LOOK UP!?!"...

I tried to get further in this game and give it a chance, but I couldn't handle it for longer than an hour.
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17.4 ώρες στο μητρώο
Αναρτήθηκε: 14 Οκτωβρίου 2014
MirrorMoon EP is definitely an interesting exploration game. I like the visuals and the music, and the "mystery" concept is also quite intriguing, but it is so incredibly frustrating and tedious to navigate through the game.

While on a planet, I spend most of my time wandering around aimlessly on an almost empty surface. Often there's a big "map" in the sky in the form of a moon, but I can't look up at it, I can't look around me, and I can barely see a few feet in front of me.

While in space, there is a 3d map of the galaxy, but I can only scroll through the available destinations in a really tedious and error-prone way. There is a somewhat obtuse coordinate system for the planets (mystery!), which I wouldn't really mind, but there's no way to input coordinates or do anything other than scroll through the map.

The manual basically says that you have to cooperate with other players to find the end of the game, but from my experience, what they meant to say is that one person will stumble on it by accident and will maybe tell the others on the forum.

All in all, I'm trying to like this game, but it's just too frustrating.
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6.2 ώρες στο μητρώο
Αναρτήθηκε: 26 Δεκεμβρίου 2015
An overlooked / underrated gem that is almost completely inaccessible. The game is split into a side A and a side B, and the theme is Rendezvous with Rama style sci-fi sense of wonder. Side A is a fascinating first person puzzle that is a joy to solve, but only lasts for 30-45 minutes. Side B starts with you having to figure out how to fly your spaceship: the control panel itself is an unlabelled puzzle, and there is no tutorial. Once you solve that, a huge procedurally generated star cluster opens up. Each star has its own puzzle, and the goal is to solve a meta-puzzle that will reveal the location of the 'anomaly star'.

The procedurally genrated puzzles of side B aren't as good as side A, and they are generally small subsets of the big side A puzzle. Solving them becomes rote very quickly. So side B feels less like a puzzle game and more like a walking simulator, where the puzzles are an excuse to see the sights of all of the game's different stars. If your idea of fun is playing SpaceChem for an hour followed by 9 or 10 hours of Proteus and Dear Esther, this is exactly your thing.

The soundtrack is worth mentioning too. It's brooding, static-laden ambient that suits the game perfectly.
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8.9 ώρες στο μητρώο
Αναρτήθηκε: 15 Μαΐου 2015
Don't play this game if you expect "things", play this game if you like to be alone on a windy night. This game is like that, but in space.
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3.0 ώρες στο μητρώο
Αναρτήθηκε: 12 Απριλίου 2015
This game could be good, but it's marred by two primary problems: terrible controls and tedious gameplay.

Wandering around the planets is not very interesting, since they're mostly barren, monochromatic worlds. I've seen reviews raving about the "gorgeous worlds" but simple polygon-based graphics, despite the uniqueness, doesn't equal gorgeous. You'll be looking for various structures, but since you can't really look around very well, and have to keep referencing the "mirrormoon" minimap in the sky, it's a hassle to find stuff, such that you'll pick a direction and hope it's the right way, but end up circumnavigating the entire globe and have to look at the minimap again.

And the controls are entirely obtuse. Navigating to other planets, well, good luck figuring that out, and even when you do, be preparing to spend five minutes trying to select a new location. All in all, you'll be wasting a lot of time just trying to do the most basic things. That's not my idea of fun. I don't need a lot of handholding necessarily, but I do need a game that is at least intuitive and sensible. I got this in a bundle, thank goodness, otherwise I'd be really annoyed.
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