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.
Análisis de usuarios: Muy positivos (154 análisis)
Fecha de lanzamiento: 5 de ago. 2014
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Recomendado por mentores

"So brutal."
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Críticas

“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

Acerca de este juego

Road Not Taken es un juego de puzles "roguelike" que consiste en sobrevivir a los avatares de la vida. Juegas el papel de un explorador que se aventura en un bosque inmenso e implacable después de una brutal tormenta invernal para rescatar a unos niños que se han perdido. Los niveles de generación por procedimiento ofrecen una serie ilimitada de posibilidades que explorar y desafíos que superar. Tus actos no afectan solo a tu historia, sino también a la de los aldeanos con los que pretendes entablar amistad y a la de la aldea a la que llamas hogar.

Cada vez que juegas a Road Not Taken vives una historia totalmente distinta. Los caminos que tomas cambian y las relaciones tomarán giros que no esperas... Igual que en la vida real.

Los habitantes de Road Not Taken creen que existe un camino idóneo para vivir la vida: una buena persona obtiene un trabajo, se enamora y tiene hijos. Tú no seguirás ese camino. ¿Conseguirás encontrar tu sendero en la vida?

Un nuevo camino en cada partida

En Road Not Taken ningún camino conduce al mismo sitio. Los caminos que tomas cambian, las relaciones tomarán giros que no esperas y tú decides la narración que se crea con cada acción que realizas. Cada decisión ofrece nuevas e inusuales criaturas a las que enfrentarte, secretos y objetos que descubrir, ciudadanos con los que entablar una relación y salas de puzles artesanos y diabólicos que hay que resolver.

Más vale maña que fuerza

Tu personaje tiene la habilidad mágica de levitar y mover objetos. Debes averiguar cómo usar tu talento y estrategia para esquivar o derrotar una amplia variedad de criaturas peligrosas, obstáculos y combates con jefes.

Piérdete en la espesura

Road Not Taken cobra vida con hermosos gráficos 2D, un diseño de duendes encantador y una banda sonora atmosférica y evocadora. Los puzles son un todo un desafío de exploración y estrategia que ponen a prueba a los jugadores y los obligan a pensar antes de dar un paso más.

Requisitos del sistema

Windows
Mac OS X
    Minimum:
    • OS: Windows XP
    • Memory: 2 GB RAM
    Recommended:
    • OS: Windows 7
    • Memory: 6 GB RAM
    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
Análisis útiles de usuarios
A 6 de 6 personas (100%) les ha sido útil este análisis
1 persona ha encontrado divertido este análisis
3.5 h registradas
Publicado: 27 de marzo
Recomendado para jugadores de puzzles. Lo de ponerle la etiqueta 'rogue-like' no creo que haya sido una buena idea. Al menos yo no entiendo un rogue-like como esto. Sinceramente creo que tira más hacia un sudoku que a un rogue-like.

Hace años me instalé en el móvil un juego llamado Triple Town que casi me desgasta la pantalla de tanto que lo usé. Así que cuando vi el logo de Sprifox, sus creadores, en un juego de Steam, fiché el juego. Esperé hasta que apareció un bundle y no desaproveché la oportunidad de hacerme con él. No me ha decepcionado: es un juego bellamente diseñado que partiendo de una idea simple implica un desafío creciente.

La premisa del juego es simple: eres un explorador que tiene que rescatar unos niños de un bosque. Cada fase, generada proceduralmente, consiste en una serie de pantallas conectadas entre sí cuyas puertas se abren cuando juntas dos o más objetos iguales, tal como te indique la puerta. Puedes mover los objetos arrastrándolos contigo (lo cual consume energía) o lanzándolos (que no la consume, pero es un movimiento mucho más limitado). La gracia y dificultad del juego es realizar el menor número de movimientos para juntar determinados objetos y abrir las puertas para buscar a los niños. Niños que a su vez deben ser llevados hasta un mayor por el mismo procedimiento.

¿Lo pillas? Simple ¿eh? Vale, pues ahora compliquémoslo un poco poniendo un número creciente de objetos diferentes a medida que pasas fases. Además hay determinadas fórmulas que hacen que los varios objetos unidos se conviertan en otro, que normalmente te dará algún tipo de ventaja: hachas que talan árboles, madera que hace fuego, panales que crean tarros de miel con energía, etc... Luego está que hay objetos que son criaturas y que reaccionan de distintos modos: te atacan, te teleportan, huyen, etc... Por último hay una serie de personajes con los que puedes interactuar para darle regalos (cuidado con cuales, algunos tienen efectos contrarios al deseado) y que a cambio te darán información u objetos para cumplir tus misiones.

Aunque aparentemente parece muy simple en realidad el juego tiene mucha miga y que hará que te rompas la cabeza un buen rato si te gustan este tipo de desafíos. A mí la primera partida me enganchó dos horas sin darme cuenta.

La dificultad es empinada. Empieza fácil pero luego va de forma exponencial. En el momento de hacer esta crítica no lo he completado y creo que me llevará bastante tiempo.

A nivel estético es una preciosidad, lo mismo que a nivel sonoro. Tanto la música como los efectos de sonido están muy bien escogidos para acompañar a la ambientación de cuento de hadas. Es una historia un tanto agridulce, que cuenta poco pero deja imaginar mucho.
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A 4 de 4 personas (100%) les ha sido útil este análisis
3.3 h registradas
Publicado: 5 de abril
Gran mezcla de puzzles y rogue-like. Perma-death y mapas generados aleatoriamente en los que tienes que pensar de qué forma mover los objetos para rescatar a los niños gastando la menor energía posible. Cientos de objetos, animales o monstruos diferentes con distintas propiedades o comportamientos que, por si fuera poco, pueden combinarse entre sí dando lugar a otros objetos/monstruos/animales. Las posibilidades son casi infinitas.

Entre misión y misión puedes hacerte amigo de los habitantes del pueblo (¡y hasta casarte!) charlando con ellos y haciéndoles regalos. Ten cuidado porque si confraternizas demasiado con uno puedes hacer que otro se enfade contigo.

Pero es artísticamente donde el juego destaca. Los gráficos y la banda sonora, en consonancia con los (en muchas ocasiones extraños) mensajes, descripciones, y diálogos, consiguen transmitir una extraña y cautivadora magia.

Resumiendo: Un juego muy entretenido y abierto a la interpretación.
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A 28 de 29 personas (97%) les ha sido útil este análisis
1 persona ha encontrado divertido este análisis
50.1 h registradas
Publicado: 1 de enero
I´ve been playing this game for the last month and the more I do, the more I like it. It is a good puzzle game with a storyline that is actually consistent throughout! The graphs are super cute, the music and sound effects are great, the character interactions are very nice too (and the characters looks vary on each career).

Your choices have an effect on the outcome of the game: everything -from how many kids you decide to save to what gifts you give and what relationships you build with whom or what bonuses you decide to use- determines what pluses you´ll get and whether you´ll end up your career more or less successfully.

As I said, the game look is really cute, but one thing I really liked is that despite it´s design cuteness -or maybe because of it- it is still able to also give a slightly creepy and even acid atmosphere: The doctor, or the way the Mayor takes your choice of saving more or less kids could be good examples. Other surpirses I rather not reveal as to not spoil the fun, but let´s just say that experimentation and interaction has its rewards.

As for difficulty, the game instructions are fairly simple, so it is easy to get started. The gameplay itseld has a gradual increase of diffculty in its main story mode, plus it also has a timed version and a extra-difficult option too. It is worth mentioning again that inside a career, your performance on a year will affect the difficulty of the years to follow, if only because of the amount of energy you´ll have to deal with each level. So besides dealing with each level´s intrinsic difficulty you should have some strategy and consider future levels.

To me this is a very entertaining and well thought game. I don´t feel too guilty if I spend time playing it because not only do I have fun, I actually have the feeling I am using my brain. It can be re-played several times, which is a plus to me. If you like puzzles, charming design and eerie sense of humor try this one out.
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A 14 de 14 personas (100%) les ha sido útil este análisis
4.1 h registradas
Publicado: 20 de marzo
I would not describe this game as rogue-like. It is more of a puzzle game that has rogue-like puzzles.

While it is cute, I found it lost it's charm rather quickly as the puzzles became very difficult fast.

I would blame the mis-labeling of this game in my frustration with it. I came into this game expecting one thing and getting another. If this were something I was looking to play, I would recommend it. As it is now, I say it is nice but it was not and this confusion left me not liking the game. Just be sure to read the other better reviews if you care to pay attention to reviews.
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A 12 de 14 personas (86%) les ha sido útil este análisis
1 persona ha encontrado divertido este análisis
1.6 h registradas
Publicado: 3 de enero
It's a roguelike in that you have but one life to live, but it's a far cry from the average roguelike. It's earned its puzzle tag here on the steam store and definitely favors deliberation. The need for strategy isn't unlike the roguelike genre, for sure, but rather than having to worry about enemies coming to kill you if you make a wrong move, you have to strike a balance between meeting objectives and the energy it will cost you to do so.

There are multiple ways to go about finishing every dungeon, and you don't actually have to complete the dungeon to leave it; find half the children and see them safely home, if that's all you feel you can do. There are different leaderboards, reflecting different things to strive for.

And the game is pleasing to eye and ear.
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A 8 de 10 personas (80%) les ha sido útil este análisis
48.5 h registradas
Publicado: 3 de enero
Odd mix of rouglike rpg and block throwing puzzle game.

I'm terrible at it, but I'm having a lot of fun.

Procedurally generated puzzles with no undo button are not for the faint of heart.
If you like punishing rouglikes like FTL and you like puzzle games you will probably like this.
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A 9 de 12 personas (75%) les ha sido útil este análisis
2.6 h registradas
Publicado: 13 de abril
Pros
  • Incredibly nice graphics.
  • Initially great to discover new things.

Cons
  • I grew tired of this game quite quickly. I guess it's a puzzle game, but I found it way too limiting. This would be good for on your phone or tablet, but isn't a real game for desktops.
  • Initialy great to discover new things, but the discoveries turn out to be not really all that interesting apart from a few useful ones.
  • This is my fault, but I very often made accidental moves which got me in terrible situations. Not because I failed a puzzle, but because I too impatiently pressed a button. Yes, my fault, but an undo button would greatly aleviate the grief.

I'm slightly leaning to not recommending this game, but if you like simple tablet/phone games on your computer, than go for it.
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A 3 de 3 personas (100%) les ha sido útil este análisis
1 persona ha encontrado divertido este análisis
27.5 h registradas
Publicado: 23 de diciembre de 2014
The gameplay is enjoyable and adjustable in difficulty, making this something I can return to often.

With well-written dialogue, the story becomes interesting and curious, despite not being required to complete the game objectives.

Great work overall, I would gladly buy a sequel.
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A 3 de 3 personas (100%) les ha sido útil este análisis
9.8 h registradas
Publicado: 16 de abril
Road Not Taken is an excellent game to experience. The story is emergent and available in small pieces, the gameplay is simple in theory but gets more complex as you put all the parts together (similar to how one piece movement in chess is easy but putting them all together gets complex). The goal of the game is to brave the wilds and find lost children, and playing the game gives me a very happy feeling which means a lot since I have issues with depression. I would recommend this game to everyone, it is well worth the price.
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A 2 de 2 personas (100%) les ha sido útil este análisis
1 persona ha encontrado divertido este análisis
6.0 h registradas
Publicado: 23 de marzo
very very cute+fun game, interesting take on puzzles and resource management in semi-randomly generated levels, complete with a cute+cozy town dating sim thingy
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A 1 de 1 personas (100%) les ha sido útil este análisis
1 persona ha encontrado divertido este análisis
38.9 h registradas
Publicado: 25 de abril
i DO need it on my ubuntu netbook.. nothing more to say
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A 1 de 1 personas (100%) les ha sido útil este análisis
16.1 h registradas
Publicado: 11 de abril
A charming little rogue-like puzzle game that is worth multiple playthroughs. Use the giant coffee mug if you find yourself running out of energy often! Recommended.
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A 1 de 2 personas (50%) les ha sido útil este análisis
1 persona ha encontrado divertido este análisis
5.7 h registradas
Publicado: 16 de enero
this is a deceptively simple puzzel game that makes you care bout the people in the world
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A 1 de 2 personas (50%) les ha sido útil este análisis
4.5 h registradas
Publicado: 21 de marzo
This is a very cute game with extremely challenging and engaging puzzles, an interesting story, dark humor, and some very wonderful secrets. Highly recommend.
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A 174 de 194 personas (90%) les ha sido útil este análisis
1 persona ha encontrado divertido este análisis
137.2 h registradas
Publicado: 5 de agosto de 2014
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.
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A 85 de 100 personas (85%) les ha sido útil este análisis
1 persona ha encontrado divertido este análisis
11.9 h registradas
Publicado: 6 de agosto de 2014
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.
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A 51 de 70 personas (73%) les ha sido útil este análisis
1 persona ha encontrado divertido este análisis
7.9 h registradas
Publicado: 16 de agosto de 2014
Road Not Taken is described as a Roguelike Puzzle game, in which you throw and move objects around with your magic staff to rescue children trapped in the Forest. Some puzzles are hand-crafted, but the majority are procedurally generated.

The Good: The Art and Music are great! Wonderful Art Style and the music is a nice addition to the levels.

The Bad: Procedural generation is a double-edged sword. Yes, you're going to get rooms in which things are laid out in an easily-solvable manner, but you're also going to get rooms that are basically broken (or quickly made so by a bad move). For example, Bear Statues "stick" to nearby objects, so if you get an object in a corner behind a Bear Statue, you are pretty much out of luck. Good luck corraling six Deer or other animals (which move around on their own) to unlock a door. A single novice move can render entire areas of the map inaccessible.

The Ugly: The difficulty curve is brutal, and saps fun out of the game. Year 4 (of 15) seemed to be my Year of Death for a while, but with practice I've made it all the way to Year 8. Of course, Roguelikes have death, but after you die you should have some incentive to want to play again. In RNT, Death only occurs after several frustrating rounds of losing life/energy, and then when you are at your weakest, the Doom Spirits hunt you down and kill you. Where is the fun in that!?

The Save/Checkpoint system actively discourages you from using it - what is up with that?

I know people will argue that the game is about hard choices and you aren't intended to save every single child in each individual year - but that makes me wonder about the narcissistic sociopaths who lack empathy for children freezing to death in the Forest.

In summary, my chief complaint is that the game is more frustrating than fun. There’s potential here, but in Road Not Taken’s current state, I cannot recommend it.
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Un desarrollador ha respondido el 18 de ago. 2014 a las 14:00
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A 26 de 33 personas (79%) les ha sido útil este análisis
1 persona ha encontrado divertido este análisis
6.7 h registradas
Publicado: 5 de agosto de 2014
Road Not Taken is great. It is a really well done puzzle-roguelike with a FANTASTIC core mechanic. It is one of those games that absolutely nails the concept of easy to learn, difficult to master. It also has a bleak yet hopeful atmosphere coursing through the entire thing, which I found very charming.

Winter is slowly overtaking a small village. You play as a forest ranger tasked with recovering children lost in the woods. The core mechanic involves combining objects in the forest together to make new ones by picking them up and throwing them. You can also cary objects, but doing so depletes your ever dwindling energy reserves.

There is a staggering number of items and combinations, and it's a LOT of fun to expirament with all the different objects. Some combinations are beneficial, replentishing your energy, allowing you to manipulate the forest easier, and save the kids easier, but others are dangerous, and you should take care not to clumsly throw things around, creating hazardous items accidentally. However, many of the dangerous items can also be turned into bigger benefits if combined correctly. It strikes a really great ballance between risk and reward.

Being a roguelike, it has a LOT of replay value, especially since you can forge relationships with a few of the towns folk. If they like you, they will tell you tips, secrets, and even give you items and accessories to make your job easier, or harder if that's what you're in to! You have the ability to replay the previous year if you really screw things up, but I have also tried starting over from year 1 to leverage all the new combinations I have learned.
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A 26 de 34 personas (76%) les ha sido útil este análisis
1 persona ha encontrado divertido este análisis
11.2 h registradas
Publicado: 9 de agosto de 2014
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.
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A 44 de 67 personas (66%) les ha sido útil este análisis
1 persona ha encontrado divertido este análisis
1.5 h registradas
Publicado: 5 de agosto de 2014
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.
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