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สำหรับคุณ
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.
บทวิจารณ์จากผู้ใช้: ผสมกัน (379 บทวิจารณ์) - 62% จาก 379 บทวิจารณ์จากผู้ใช้สำหรับเกมนี้ เป็นแง่บวก
วันวางจำหน่าย: 4 ก.ย. 2013

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ซื้อ MirrorMoon EP

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บทวิจารณ์

"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

เกี่ยวกับเกมนี้

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.

ความต้องการระบบ

Windows
Mac OS X
SteamOS + Linux
    ขั้นต่ำ:
    • ระบบปฏิบัติการ: XP SP3 +
    • หน่วยประมวลผล: 2.0GHz CPU
    • หน่วยความจำ: แรม 2 GB
    • กราฟิก: 512MB graphics card
    • หน่วยบันทึกข้อมูล: พื้นที่ว่างที่พร้อมใช้งาน 200 MB
    แนะนำ:
    • เครือข่าย: การเชื่อมต่ออินเตอร์เน็ตแบบบรอดแบนด์
    ขั้นต่ำ:
    • ระบบปฏิบัติการ: 10.6 +
    • หน่วยประมวลผล: 2.0GHz CPU
    • หน่วยความจำ: แรม 2 GB
    • กราฟิก: 512MB graphics card
    • หน่วยบันทึกข้อมูล: พื้นที่ว่างที่พร้อมใช้งาน 200 MB
    แนะนำ:
    • เครือข่าย: การเชื่อมต่ออินเตอร์เน็ตแบบบรอดแบนด์
    ขั้นต่ำ:
    • ระบบปฏิบัติการ: Ubuntu 10
    • หน่วยประมวลผล: 2.0GHz CPU
    • หน่วยความจำ: แรม 2 GB
    • กราฟิก: 512MB graphics card
    • หน่วยบันทึกข้อมูล: พื้นที่ว่างที่พร้อมใช้งาน 200 MB
    แนะนำ:
    • ระบบปฏิบัติการ: Ubuntu 12.04 LTS
    • เครือข่าย: การเชื่อมต่ออินเตอร์เน็ตแบบบรอดแบนด์
บทวิจารณ์จากผู้ใช้ที่เป็นประโยชน์
24 จาก 24 คน (100%) เห็นว่าบทวิจารณ์นี้มีประโยชน์
6.2 ชม. ในบันทึก
โพสต์: 26 ธันวาคม 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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27 จาก 34 คน (79%) เห็นว่าบทวิจารณ์นี้มีประโยชน์
2 คน เห็นว่าบทวิจารณ์นี้ชวนขำขัน
4.1 ชม. ในบันทึก
โพสต์: 7 ตุลาคม 2015
The first few minutes are an interesting study in discovery, wonder, and exploration. The rest of the game is a study in tediousness and poor control schemes.
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7 จาก 12 คน (58%) เห็นว่าบทวิจารณ์นี้มีประโยชน์
1 คน เห็นว่าบทวิจารณ์นี้ชวนขำขัน
0.7 ชม. ในบันทึก
โพสต์: 23 ตุลาคม 2015
A trippy, difficult, original puzzle game.
Pros:
Very Original
Difficult
Great Art
Plenty of Replay Value
Cons:
Hard to get the hang of at first
Needs more/better tutorials.
6.5/10
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1 จาก 1 คน (100%) เห็นว่าบทวิจารณ์นี้มีประโยชน์
2.2 ชม. ในบันทึก
โพสต์: 31 มกราคม
I don't know if is how the game is supposed to work or if I am a actually got lucky but I have reached the endgame in about 2hr and less then 10 planet visited.

The game is basically a series of not intuitive puzzle and a complex to figure out spaceship control to move from one puzzle/planet to the other.

I was expecting something more like Noctis: a lo-fi procedural generated galaxy exploration game. This game have probably some elements of procedural generation but the planets are basically small balls without nothing but some buildings used for the puzzle, and they look all very similar.
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155 จาก 189 คน (82%) เห็นว่าบทวิจารณ์นี้มีประโยชน์
5.8 ชม. ในบันทึก
โพสต์: 24 พฤษภาคม 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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