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:
Global:
Muy positivos (224 análisis) - El 84% de los 224 análisis de los usuarios sobre este juego son positivos.
Fecha de lanzamiento: 5 ago. 2014

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Comprar Road Not Taken

¡REBAJAS DE VERANO! La oferta termina el 4 de julio

-65%
$14.99
$5.24
 

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
    Mínimo:
    • SO: Windows XP
    • Memoria: 2 GB de RAM
    Recomendado:
    • SO: Windows 7
    • Memoria: 6 GB de RAM
    Mínimo:
    • SO: Mac OS X v10.6 or later
    • Memoria: 2 GB de RAM
    Recomendado:
    • SO: Mac OS X v10.6 or later
    • Memoria: 6 GB de RAM
Análisis de usuarios
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Global:
Muy positivos (224 análisis)
Publicados recientemente
qtquazar
( 4.9 h registradas )
Publicado el 29 de mayo
Sokoban-style roguelike, with power-ups gained between levels and a basic death progression system similar to many modern roguelikes.

Generally quite good--a solid puzzle game without the 'single solution' porblem of typical Sokoban/tile-puzzle games. A lot of flexibvility in terms of how to manage the puzzle.

Decent art, atmosphere and sound round out the package.

These are the same devs from Triple Town (aka: those f$&*ing ninja bears) so, as a reference point, this is basically a *roguelike* veriosn of that game.
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PubisxPotassium
( 22.7 h registradas )
Publicado el 19 de mayo
Listen. Children. I love this game.

Even though I have lots of other games that I haven't finished or haven't even played yet despite owning a copy, I cannot stop playing this game. Granted, it plays with my heartstrings when I'm unable to save a child in the same room as I am. But that's life. There will be days when something happens and you have to live with it.

And IF there's a problem with the game. You just have to message the developers. It didn't take too long for them to help me with my problem when I was stuck cuz some items didn't spawn.

I'm just saying it's a beautiful game. It messes me up sometimes. But so does life. If anyone is considering getting it. YOU SHOULD.
¿Es útil? No Divertido
SpookyEzra
( 1.4 h registradas )
Publicado el 18 de mayo
I wanted to like this game. I really did. I got it on sale last year but didn't play it until now, and while it is a beautiful game with a unique style and taking on some pretty heavy themes and ideas for an indie game, the gameplay is frustrating. It's not truly a puzzle game because there are many solutions for the roguelike challenges, and it is so infuriantingly easy to softlock and be forced to start the puzzles over, without really learning anything in the process. There are some UI issues too, with text boxes popping up when and where you don't want them. It's a charming game and I really wanted to love it and play it more, but I don't really want to spend any more time in the game.
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Linkblade
( 1.5 h registradas )
Publicado el 15 de mayo
I was disappointed when playing this game, because for me this is no real puzzle game.
A real puzzle has only 1 solution (not counting mirrored solutions) or maybe 2 or 3 when its poorly made, but not 100 possibilities to complete a level. This game is an adventure. What people call "puzzle" in here are the tactics/strategy which move to do in which order, but a ton of these tactics lead to the goal. This is not what I call a puzzle game.

It is a nice adventure game with cute graphics where the main task is crafting/combining blocks to new ones.

I came for a puzzle game but got an adventure with crafting.

Stay away if you expect challenging puzzles.
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Kraken Zer0
( 2.4 h registradas )
Publicado el 11 de mayo
glitchy, buggy game that crashes even on my high end machine. the game will create puzzles that are literally unsolvable. good concept, awful execution.
¿Es útil? No Divertido
Ututat
( 18.7 h registradas )
Publicado el 3 de mayo
Welcome to the world where you learn about things and talk to people by colliding into them.

Also, the game is great!
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Doug prime
( 0.4 h registradas )
Publicado el 21 de abril
honestly i just want to Rekt rose's puss 6/10 no joke
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Buck
( 13.6 h registradas )
Publicado el 20 de abril
The puzzle idea is great, the graphics are nice, but unfortunately the game is unstable and unpolished. The game has many glitches and bugs that cause the game to hang up or freeze, and the developer has stated there will be no more patches.

The game is more of a puzzle game and not so much a roguelike. It seems to want to be much more than it is, incorporating relationships, marriage, pets and currencies. But they never really come together, and even after hours of playing you're still wondering what it is, exactly, that you're playing. It's fun for a while, but gets tedious pretty quick.
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MisifuseElGato
( 3.2 h registradas )
Publicado el 17 de abril
No es un juego muy divertido en lo personal me gusaria renvolsaro
¿Es útil? No Divertido
RZ93 F O X
( 16.6 h registradas )
Publicado el 17 de abril
I like this game , colorful and mysterious...
¿Es útil? No Divertido
Análisis más útiles  En los últimos 30 días
A 1 de 1 personas (100%) les ha sido útil este análisis
Recomendado
4.9 h registradas
Publicado el 29 de mayo
Sokoban-style roguelike, with power-ups gained between levels and a basic death progression system similar to many modern roguelikes.

Generally quite good--a solid puzzle game without the 'single solution' porblem of typical Sokoban/tile-puzzle games. A lot of flexibvility in terms of how to manage the puzzle.

Decent art, atmosphere and sound round out the package.

These are the same devs from Triple Town (aka: those f$&*ing ninja bears) so, as a reference point, this is basically a *roguelike* veriosn of that game.
¿Te ha sido útil este análisis? No Divertido
Análisis más útiles  Global
A 10 de 10 personas (100%) les ha sido útil este análisis
2 personas han encontrado divertido este análisis
Recomendado
6.4 h registradas
Publicado el 27 de marzo de 2015
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
Recomendado
3.3 h registradas
Publicado el 5 de abril de 2015
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.
¿Te ha sido útil este análisis? No Divertido
A 1 de 1 personas (100%) les ha sido útil este análisis
Recomendado
11.4 h registradas
Publicado el 6 de enero
Un juego con aspectos de personalización ligeros suficientes para llevarlo a donde tu quieras quue vaya una trama emocionante y que incluso, para mi hasta emotiva, este juego te relaja despues de alguna mala situación que hayas tenido. Al ser semi-roguel-ike pues claro el planteamiento es el mismo pero tu final tienes mas variacionesque tu mismo ganas sin depender al 100% de tu habilidad para resolver sus puzzles. En fin un juego que todos deberían tener en su biblioteca.
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A 1 de 1 personas (100%) les ha sido útil este análisis
Recomendado
2.1 h registradas
Publicado el 10 de noviembre de 2014
encontre el juego simple de entender, tuve problemas con el guardar dado que tenia que buscar el punto de guardado en medio de la mision, como tenia tributos podia guardar xD, pero si bien el juego es simple es bastante bueno
¿Te ha sido útil este análisis? No Divertido
A 181 de 201 personas (90%) les ha sido útil este análisis
1 persona ha encontrado divertido este análisis
Recomendado
137.2 h registradas
Publicado el 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 88 de 103 personas (85%) les ha sido útil este análisis
1 persona ha encontrado divertido este análisis
Recomendado
11.9 h registradas
Publicado el 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 33 de 34 personas (97%) les ha sido útil este análisis
1 persona ha encontrado divertido este análisis
Recomendado
68.5 h registradas
Publicado el 1 de enero de 2015
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 64 de 85 personas (75%) les ha sido útil este análisis
2 personas han encontrado divertido este análisis
No recomendado
7.9 h registradas
Publicado el 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 ago. 2014 a las 14:00
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A 23 de 26 personas (88%) les ha sido útil este análisis
2 personas han encontrado divertido este análisis
Recomendado
4.1 h registradas
Publicado el 20 de marzo de 2015
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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