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Road Not Taken is a roguelike puzzle game about surviving life’s surprises. You play as a ranger adventuring through a vast, unforgiving forest in the aftermath of a brutal winter storm, rescuing children who have lost their way.
发行日期: 2014年8月5日
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Major new update! (v731) Timed mode, modding & more!

9月15日

Hi folks! We're pleased to announce the next major free update to Road Not Taken is now publicly available!

  • New "just for fun" Timed Mode: try to rescue all the kids within four minutes! You lose time whenever you take damage, and you add time to the clock whenever you eat food and rescue children. Timed Mode has no impact on your career, so it's a great way to enjoy Road Not Taken for a few minutes with limited stress. :-)

  • New creatures: the Forest Kraken and the Golem (and for those who haven't yet noticed it in our previous micro-update, the Ninja Bear!) These guys add a little spice to the early years of your career!

  • "Easier" mode and hard mode: In our previous micro-update, we split the game into two modes, Normal and Hard. "Hard" is basically our original gameplay mode with a few tweaks; "Normal" is more generous with energy and had less crowded rooms, among other changes. Checkpoints are also less punishing to use now. We've done more work in this update and now consider these features "complete!" This should make the game much more accessible to new users.

  • Mod support!: Now you can edit everything about the game, including the properties of objects and levels, make your own hand-crafted puzzle rooms and more, and share your work with your friends! Running a mod will prevent your game from uploading scores to the leaderboards (to keep them pure/fair.) Also, please note that using mods is something you do at your own risk! We're a very small studio and can't be expected to prevent or to fix every issue that could arise in the zillions of possible mods that can be created. We're excited to see those zillions of possibilities emerge though. :-) Detailed instructions on how to use and create mods can be found here.

We've worked hard on this update and really hope you enjoy it!

-Chedd

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New update v662

8月26日

Hi folks!

Road Not Taken now contains two difficulty modes, "normal" and "hard." The latter, hard mode, is basically what the default mode of the game used to be. The new "normal" mode has less crowded rooms on average, easier-to-reach and use checkpoints, smaller door locks on average, and various other subtle changes that make it a little less difficult. It should still present a challenge to people who have not yet mastered the game.

One major change is that for *both* normal and hard mode players, we have made shrines (aka checkpoints) less punishing to use. You will keep a percentage of your items when you die and restore via checkpoint. Another change to both modes is that various objects now have a very small chance of dropping an object with thrown. Usually it's a good object like food or resources, and it's always the same object (i.e. a parent will always drop an apple when thrown, if it is going to drop anything at all.)

Another major change is the appearance of a new critter in the forest! Fans of our previous games will no doubt recognize it. :-)

As always, we're grateful for your feedback and support. This update is a direct result of the opinions you have so kindly shared with us in the forums. Please keep 'em coming!

-Chedd

PS. Playstation 4 users who happen to be reading this: we'll be migrating these changes to you eventually as well. It just takes a lot longer because of the Playstation certification process.

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评测

“It looks like a cute fairy tale, but this is a turn-based game that’s thorny with challenge and packed with an incredible number of gameplay secrets.”
Should you play this game: YES – Kotaku

“Road Not Taken is the cutest catalyst for an existential crisis I've ever encountered”
4.5 out of 5 – Joystiq

“It’s as mean as life, as cruel as the universe, and it still manages to be one of the most intriguing and moving titles released this year.”
90 out of 100 – GamesBeat

关于游戏

Road Not Taken is a roguelike puzzle game about surviving life’s surprises. You play as a ranger adventuring through a vast, unforgiving forest in the aftermath of a brutal winter storm, rescuing children who have lost their way. Randomly generated levels deliver a limitless supply of possibilities to explore and challenges to overcome. Your actions will influence not only your own story, but that of the villagers you hope to befriend and the town you call home.

Story Details:


Each time you play Road Not Taken, you're likely to experience a very different story. The paths you take will change; the relationships you pursue will twist in ways you did not expect. Which, as it happens, is just like real life.

The villagers of Road Not Taken believe that there is an optimal path through life: a good person gets a job, falls in love and has children. You won't follow this path. Can you find your own unique way through a life?

Gameplay Details:


No path leads to the same destination in Road Not Taken. The trails you take will change, the relationships you pursue will twist in ways you might not expect, and the narrative you create with every action will be yours to decide. Every playthrough offers new and unusual creatures to encounter, secrets and items to discover, townsfolk to build relationships with, and devilish, hand-crafted puzzle rooms to solve.

Brains, Not Brawn

Your character has the magical ability to levitate and move objects. You must figure out how to use your talents and tactics to circumvent or defeat a wide variety of dangerous creatures, obstacles, and boss encounters.

Get Lost in the Wild

Road Not Taken is brought to life with gorgeous 2D artwork, expressively charming sprite design, and an evocative, atmospheric soundtrack. Every puzzle is a challenge of exploration and strategy, testing players to think before taking each step forward.

系统需求(PC)

    Minimum:
    • OS: Windows XP
    • Memory: 2 GB RAM
    Recommended:
    • OS: Windows 7
    • Memory: 6 GB RAM

系统需求(MAC)

    Minimum:
    • OS: Mac OS X v10.6 or later
    • Memory: 2 GB RAM
    Recommended:
    • OS: Mac OS X v10.6 or later
    • Memory: 6 GB RAM
有价值的用户评测
8 人中有 8 人(100%)觉得这篇评测有价值
4.2 小时(记录在案的)
未选之路,一个优秀的搬箱子的棋盘格游戏,玩家扮演一个可爱的Witcher拯救困在森林中的小朋友,通过游戏自创的森林法则,运用魔法值搬物体解决各种危险(例如制造物种冲突,生产蜂蜜,组合场景中需要的若干数量的钥匙等),完成后可以获得村长奖励的各种奖品,并且可以和村中的许多角色进行交流互动,赠送他们礼品来获得各种丰富的道具。

游戏创意源头可能是Nethack(Roguelike房间,随机地图,丰富的场景道具功能组合以及Roguelike特有的回合推演)。角色每一步所作出的行动直接影响到整个进程的成功与否,因为HP就是你的行动值,有时在迫不得已的情况下,可以选择硬吃伤害减少障碍 或者直接放弃拯救剩下的儿童来保全自己的金币和大米,所有的选择都是未可知的,所以游戏整体的难度非常高。

推荐给各位妹子玩家,PS4版美服本月免费。
发布于:8月17日
这篇评测是否有价值?
153 人中有 136 人(89%)觉得这篇评测有价值
137.2 小时(记录在案的)
Lore-wise, this game is interactive poetry. Instead of beating you over the head with a point that can't be avoided, it delivers bits and pieces to not tell just a story, but to provide deep themes about life, love, and loss. The keenly aware will pick up on the things that make up these themes, and what the final message appears to be, yet there's plenty of room for interpretation - In much the same way classic poetry does. I wish more games were like this.

Gameplay-wise, it takes elements of classic block sliding puzzles and crafting-based matching, dresses it up with beautiful art, and packages it in rougelike tropes. Success relies on thoughtfulness, planning, and situational adaptability. It's both casual and challenging. The better you get at the game, the more rewarding it becomes to finish each year with all the children saved and at a minimum cost to your energy levels.

There are lots of secrets, tactics and strategies, and surprises.
发布于:8月5日
这篇评测是否有价值?
77 人中有 66 人(86%)觉得这篇评测有价值
11.9 小时(记录在案的)
Road Not Taken is a roguelike puzzle game about surviving life’s surprises. But life is so often content with stagnation and repetition, offering what seems the same grind over and over and over, soon only occasionally taunting with the glimmer of something new. But that’s just the way of things; everything new becomes old, in time. Eventually, new just begins to run out. RNT follows a similar cycle; in the beginning, discovering all these new things and how you can change and adapt them to your uses is exciting and intoxicating. But soon enough, the new is exhausted , and with it, the allure of the prospect of new discoveries waiting just behind each locked gate. RTN is profusely entertaining up until you realize this point has come, but even after then, its unique and challenging formula saves it for a time, despite other issues, both glaring and minute.

RNT plays off its theme of “life’s little mysteries” remarkably well in its gameplay. As the town’s new ranger, you’re tasked in each of your years with rescuing the children lost to the woods during each winter’s storm. To deliver them safely, you’ll have to guide each to any of the waiting mothers, wherever they may be, using your limited amount of energy in carrying the odds and ends populating each level. The greatest joy had in this game also provides its greatest challenge; the discovering of new items and creatures that can both greatly hinder or assist you in your search. There’s a surprising amount of variety in the number of ways things can interact, with many even able to change into new forms entirely, given the proper combination. You’ll quickly begin filling your travel book with all manner of creatures and their respective “recipes”. Eventually, puzzles that seemed impossible in the beginning are soon found to have only been so due to your own ignorance of some combination relevant to the situation.

But here’s the rub, and it’s one that eventually hinders all games of this sort. After a while, it’s very noticeable which pieces the game favors, and which ones have yet to appear more than once, if even that. There’s a handful of items and creatures that are exceptionally common, changing in relation to your years. In my playthroughs, those handfuls have been identical. The aforementioned variety in items and enemies becomes less so when the same few common assets are used ad nauseam, which is a shame, given the inventiveness of some of the lesser used pieces.

In between winters, your time is spent in the town you call home. Here, you can take your hard earned coins, rice, berries, etc, and trade them for townsfolk’s friendship, a la the story of Rainbow Fish. In return, you may receive helpful recipes for your book, or even better, equip-able trinkets. Early earned trinkets’ perks are useful in smaller capacities, but the greater are earned through repeat visits. They, along with the tradeables found in the forest, make up the other half of the Roguelike formula, namely the part that you lose upon death. Make too many mistakes, resulting in zero energy or too few children saved, and all of these are lost. Given the time investment needed to get the better ones, I’ll admit to believing this a bit harsh, especially since death can often be the result of truly unfair elements brought on by the roguelike system, like unavoidable loss of children to enemies or rare, impassible gates due to poor default placement of pieces.

A point of contention for me lies here as well, particularly in the store page’s embellishment of a winding, twisting narrative, unique to each journey. The only narrative comes in the townsfolk, who remain constant, personalities and dialogue alike. Even their preferences in tradeables remains identical between playthoughs. The only change is that of color scheme, and which one is most willing to marry you, which becomes readily apparent early on. Despite store page promises of offering the opportunity to lead a unique life each playthrough, the character with obvious affection for you will always yield trinkets and info for fewer tradeables. There’s no reason to invest in anyone else.

Regardless of my issues with it (mostly with the not-so-random level randomization), RNT is tremendous fun, and it’s a unique challenge that I’m going to continue playing, if only to try and earn the remaining pages to my travel book. In retrospect, my biggest issues could easily be rectified with a few randomization patches, or better yet, a future DLC expansion. As it is, the journey slowly loses its luster more than several hours in, but it never loses its shine altogether. The combination of some amusingly humorous travel book entries, a charming art design and some legitimately unsettling sound work help to mask the budding feeling of familiarity on repeat journeys. I think what’s most disappointing is that despite the game’s want to emulate the unpredictability of life, it has instead exemplified how easily it can fall into routine and predictability. While the initial few hours and playthrough are wholly the most entertaining, a lackluster attempt at differentiating narrative and the occasional sense of déjà vu on later playthroughs only slightly diminish an otherwise fantastic puzzle-rogue.
发布于:8月6日
这篇评测是否有价值?
56 人中有 41 人(73%)觉得这篇评测有价值
1.5 小时(记录在案的)
What a great little game. It's a top-down puzzle game where you have to reunite lost children with their families and create useful tools by "combining" objects in the area. Music is especially nice; it's a series of New Orleans dirges.

Pretty challenging; highly recommended.
发布于:8月5日
这篇评测是否有价值?
27 人中有 23 人(85%)觉得这篇评测有价值
11.2 小时(记录在案的)
Love the game. The artwork is great. I love the soundtrack, and the story makes me want to know more.
The game is a rogue-like puzzle-game. You are a ranger who's job is to save the kids who are lost in the woods. While not in a level you can socialize with the npcs in the town by giving them gift. You will get items and secrets this way. You can also have a wife/husband. Personally i got attached to one of the npcs quite fast.
If you love puzzlegames that can be played through multiple times (random level generation) you got to play this game. The money you spent on this game will be worth it.
发布于:8月9日
这篇评测是否有价值?