게임 정보
| 출시일: | 2025년 3월 7일 |
| 개발사: | Pawel Olas |
| 퍼블리셔: | Pawel Olas |
| 플랫폼: | Windows |
| 출시 가격: | 15,500 원 |
| 장르: | 캐주얼, 인디 |
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추천 게임
게임 소개
Imagine the elegance of Sudoku but reimagined - stripped of numbers, amplified in complexity, and alive with innovation.
Imagine the elegance of Sudoku but re-imagined – stripped of numbers, amplified in complexity, and alive with innovation.
It is not The Witness
My all-time favorite puzzle game is The Witness. Its brilliance lies in the incredible quality and variety of its puzzles – something I can only aspire to. The bar it sets is exceptionally high. Qoob takes inspiration from that masterpiece but approaches things differently. It’s a simpler game, yet it borrows the idea of puzzles that look similar at first glance but evolve as you progress. The rules shift and grow, encouraging you to observe, learn, and adapt. While I’ll never match the scope of The Witness, I hope Qoob offers a similarly rewarding sense of discovery and challenge.스크린샷
접속자 수
가격 정보
예측 판매량
75+
개
예측 매출
1,162,500+
원
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요약 정보
스팀 리뷰 (1)
This is a decent logic puzzle game. There are no leaps of logic, nonsensical steps, or brute-forcing. You can logically deduce the solution to every puzzle. Unlike Baba Is You or Stephen’s Sausage Roll, you don’t need to discover new mechanics or unexpected interactions. It's like 14 mine sweeper variants, sudoku, or LOK digital. Pros Well-made logic puzzles with various rules. The logical flow of each puzzle is very clear. I enjoyed the ones that use 2 neighbor rules and the 'Not Enough Rules Here'. They might look exotic and unsolvable at first but are deducible in a more creative way. Good UI/UX design, undo system, hint for every puzzle Cons Game is too laggy on my laptop. Sound is broken. Most of the puzzles, including half of the challenge puzzles, felt too repetitive. You can often prune the solution space quickly by applying the same basic rules in a straightforward way. The price ($10-$13). On sale $5-7 would be great to buy. I saw the post that the dev used CP(constraint programming) for help. Since the puzzle design can be reduced to classic boolean SAT problem, like many other logic puzzles such as nonogram, it's not a surprise that many levels look too auto-gened. Still, most of puzzles are good. But that they are too repetitive makes most of them meaningless. So to dev I'd like to say 1. Polishing levels so that players won't do meaningless work (e.g. placing obvious blocks in sym/anti-sym level) 2. Making difficulty curve steeper (e.g. replacing levels, adding more challenging levels, removing repetitive or easy ones) would make this game much better.