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Strange Telephone Download No Crack

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Updated: Mar 28, 2020





















































About This Game Strange Telephone is a 2D adventure game in which the player explores strange worlds created with merely 6 digits, and has multiple endings.The protagonist Jill is trapped in a dark world with a large door floating before her. She is aided by Graham, who takes on the form of a telephone. Making phone calls with Graham creates various worlds that can be explored. In each of these worlds are items to be found, including the key that will lead to her escape.Developer's VoiceThis is a 2D adventure game in which the main characters - Jill and Graham - must escape from the world in which they've been trapped. I feel that it turned out to be a very unique and original game, featuring all the trappings of a classic indie title: the pixel art graphics, animation, music, and more.This is sort of a "behind the scenes" anecdote, but the game was designed and built upon the foundation of a "hidden story" which isn't directly explained. All of the eleven various ending movies, characters, object designs, etc. were meticulously put together in such a way as to contain parts of the "riddles" used in unravelling this hidden story. I feel that if you can manage to read between the lines and figure some of this stuff out, then the world of Strange Telephone can be enjoyed on an even deeper level, so as the developer I really hope that players keep their eyes and ears open as the play through the game and see what they can find.DeveloperHZ3 Software 7aa9394dea Title: Strange TelephoneGenre: Adventure, Casual, IndieDeveloper:HZ3 SoftwarePublisher:AGM PLAYISMFranchise:PLAYISMRelease Date: 21 Jan, 2019 Strange Telephone Download No Crack strange telephone items. dr strange telephone booth. strange number station telephone number. strange telephone endings. yuta strange telephone. strange telephone 2ch. strange telephone walkthrough. strange telephone steam. strange telephone numbers. strange telephone game console. life is strange déverrouiller telephone. strange telephone pc. strange telephone all endings. strange telephone ios. strange telephone android. strange telephone igg. strange telephone apk download. le strange arms telephone number. strange telephone app store. strange telephone review. strange telephone apk This game is fascinating, charming, heartfelt, but also quite flawed. It is clear that a lot of love went into it, resulting in an earnest, yet imperfect piece unlike anything I've seen before.It draws strong inspiration from Yume Nikki, but does its own thing instead of being a fangame, and I applaud that. It's got the atmosphere, the droning music, the focus on exploration and the surrealism, but has surprisingly original mechanics, tones down on the horror and cranks up the cuteness.The first things that set this game apart from the one it takes inspiration from are the clear objective and the concise Adventure-esque puzzles. You're presented with a door that requires a key, and need to find said key. The puzzles are half reasonable, and half riddled with that darn moon logic I detest so much in adventure games. I eventually got to that state of rubbing everything against everything else hoping something works, which adventure game fans will probably relate to.Instead of being top-down or a platformer, this game has a lateral view but without jumps. Basically, that means that movement is restricted to a single axis, which makes it a lot less fun to explore in my opinion, but maybe it's just me. The only other way of exploring is through this game's core mechanic: Graham, the phone.The phone is a very fascinating feature in this game. Basically, you type any six digit string, and it teleports you somewhere. Every possible number sends you to a different room, and if my calculations are correct, that's about 2,985,984 possibilities. Some of these rooms are uniquely designed for a specific purpose, but most of them are randomly generated.The existance of randomly generated rooms in an adventure game would be curious by itself, but an adventure game where they comprise the majority of the content is absolutely fascinating, and the developer managed to make it work... for the most part. Every room has a "theme" like a haunted house, a forest, a basement, or something like that, and the objects that may appear in a room, as well as the music, depend on that theme. Trying random phone numbers to see where they take you is very fun and exciting early on, and it's a delight to find something awesome and new as you do so. However, by the end of the game (that is, by the time you have nearly everything figured out) the repetitive nature of the random map generator becomes increasingly evident, and if you forgot to bookmark a place with a needed object, it might take a while to find another place that contains it. The game eventually devolves into a tedious session of trying random numbers until you find the object you need in the preview screen, or you give up and try to walk in a single direction from a random number. You know what would help? If we could bookmark numbers from the room we're at instead of only being able to do so from the nexus screen, or if we had a log of recently visited numbers.You know what would help even further? If we didn't "glitch out" every five nanoseconds trying to look for things. See, this really got on my nerves. Why does "glitching out" kick us back to the title screen instead of the nexus? Heck, why is that mechanic even in the game? Maybe it is necessary for a puzzle I never got to, but I digress.As for story, this game doesn't seem to have an overarching plot. Instead, there are countless endearing "mini-stories" you uncover as you solve puzzles and help NPCs, which can be cute, scary, sad, or hilariously awkward (if you played the game, you know the one). These made me really happy, in spite of their simplicity, and I had a chuckle or two, but they're never really deep and intriguing. That is, unless they're supposed to be metaphorical and my unrefined brain misunderstood.So, to wrap this up, this game is kind of a mixed bag. There are many good things and bad things, and while they seem rather evenly mixed, I think the good outweighs the bad. For all its flaws, Strange Telephone is adorable, original and interesting, and you can do a lot worse than it for its low asking price.. Shallow and gimmicky. Ostensibly a surreal exploration game inspired by Yume Nikki and LSD: Dream Emulator, Strange Telephone doesn't really know to use those influences to create a game world that is compelling to explore. After a little bit of initial bumbling around, it's clear that you're just cycling through simple semi-randomized rooms to solve basic inventory puzzles - with a (very short) time limit for your excursions, because LSD had a time limit I guess. You can just wake up to reset the timer and immediately go back to exactly where you were, so the time limit doesn't even present any real challenge - it's just there to be annoying and make you feel rushed, which is exactly what I don't want in this sort of game. Strange Telephone is not a bad game aesthetically, but I feel like it actively does not want me to take the time to appreciate and get immersed in the atmosphere. And it really doesn't seem like it has much else going for it.. I definitely would not recommend this. The aesthetic of it might appeal to some people, which is what initially drew me in, but the visual awe wears off after seeing the same scene too many times. The game is best played with paper and pencil in hand so that you waste as little time as possible wandering around in a straight line. This game survives off of the mysterious nature of its content in the sense that if people knew how small the experience was, they would not buy it. I was thoroughly let down by this game, especially since its promotional material hyped me up for an exploration game with a unique method of interacting with the world. The main feature that sets the game apart from other titles, the use of the telephone to access parts of the static world, becomes little more than a password screen used to pick up where you left off or were booted out of your game by a short time limit. After the first two or three times I used the game's core feature, I was tired of it and wished there was a way to play the game that was faster or had more depth.For anyone who has played or seen any amount of gameplay from Yume Nikki, you will realise that this game's design begs the audience to compare the two. However, the most useful comparison to draw between the two is by using the game that Madotsuki can play in her room as an example. In Madotsuki's game, "Nasu," is a joyless game about catching fruit. It is repetitive, intentionally annoying, has no bearing on your progression/success, and is meant to urge you toward doing something else. Unfortunately, this is a suitable comparison, as it succeeded in making me feel like Madotsuki in real life and I want to turn off the game and do almost anything else in record time.I truly wanted to like this game, but I cannot justify spending $5 for this experience when I played better flash games all the way back in middle school for free.. Do you enjoy odd, dream-state games like Yume Nikki? You'll enjoy Strange Telephone. It's not nearly as long or expansive as Yume Nikki, but it does capture the same creepy atmosphere. Worth the $5.00 I paid for it.. Completed this game 100%, and as much as I want to recommend this game, I can't.I originally bought this game after having played Yume Nikki, a game that this one was more than likely inspired off of. Strange Telephone, much like Yume Nikki, is set within a surreal, dream-like (sometimes nightmare-like) world, a setting that never ceases to pique my interest. Like it's predecessor, it's a game that depends on the player exploring the world to find items that would ultimately aid in the player's quest to reach the ending. I had high hopes for Strange Telephone, for it requires the player to punch in a phone number, any phone number, to access various levels for them to explore, leaving the impression that exploration is going to be a huge factor in this game, given the sheer amount of levels that can exist with this mechanic.Unfortunately, this is incorrect. While yes, because of this system there are thousands of levels, as logic would have it, it would be impossible to make them all unique. In truth, there are only a handful of perhaps 30 levels, the majority of which are only a single screen big, with maybe one or two interactable objects. The only difference in between these thousands of rooms (in truth), is how they're assembled according to a randomly generated algorithm, causing the novelty of exploration to quickly die out after seeing the same type of room dozens of times. Eventually, you're just going to be hitting random buttons hoping that you'll spawn in the right room with the specific object you need also laid out within it (since the game hardly give you any pointers as to what phone numbers bring you places that are actually unique and interesting). Strange Telephone is one of those exploration games that expect you to use everything on everything in order to progress. Yume Nikki is the same. However, unlike Strange Telephone, Yume Nikki has a set map, making it easy for the player to have a sense of direction and mentally map out the game's environment/landmarks. It made exploration rewarding, as after finally solving a puzzle, there would often be an entirely new area of the game to explore. Strange Telephone simply gives you a new item, which, will be used to solve the next puzzle, most likely within one of those hundreds of duplicate rooms that may or may not have the thing said item's suppose to be used on. Not to mention, the majority of these items have their uses on almost completely random objects, and their descriptions give you little to no hint as to how it's intended to be used Got an axe? Use it on a randomly generated hung pictures of cats and other stuff. Got a bolt from a pile of junk or a rock? Those eyeballs flowers you thought were just background noise love those things...and are apparently really important NPCs needed to reach the game's endings...I guess... ), so prepare to read "You can't use this here" alot. While Yume Nikki gives you no item descriptions, the player is allowed to use the item on whatever they wish at any time, and more than likely get an environmental response that'll help them learn where the item may be used practically to solve a puzzle.Now, one of the things I loved about Strange Telephone, is that if you look at the game's advertisement, the last video is of someone using a phone. Go figure, if you punch in that number within your game, something interesting will happen. If more meta, real-world hints such as these were made as to help the player progress easier, this game would have been amazing. Perhaps if say, there were phone numbers hidden in the game's description, within the local files, or within the Dev's social media posts, solving the puzzles of this game would have been a blast. However...unfortunately the only real world hints currently available is the aforementioned, and simply looking up a guide.I have several other issues with this game, such as it's narrative, it's following execution, and etc, but, I'd suggest reading other similar reviews. I do, however hope the Dev will continue their work, as while I can't vouch for this game, I can say that their ideas do make future titles very promising.. Strange Telephone shows its inspirations but garners it's own identity with a game concept that will have you wanting to keep coming back til you see it all (even then you wonder if there is something more). Test your imagination and see what the world of Strange Telephone holds for you.. Overall, it's just a very unique, original and charming game, with great aesthetics, atmosphere, and an exchange of ideas not seen so much in games these days. Great piece of art, couldn't tell at all it was a mobile game first. Fits into PC like a glove. 10/10 for artistic expression and originality. Shallow and gimmicky. Ostensibly a surreal exploration game inspired by Yume Nikki and LSD: Dream Emulator, Strange Telephone doesn't really know to use those influences to create a game world that is compelling to explore. After a little bit of initial bumbling around, it's clear that you're just cycling through simple semi-randomized rooms to solve basic inventory puzzles - with a (very short) time limit for your excursions, because LSD had a time limit I guess. You can just wake up to reset the timer and immediately go back to exactly where you were, so the time limit doesn't even present any real challenge - it's just there to be annoying and make you feel rushed, which is exactly what I don't want in this sort of game. Strange Telephone is not a bad game aesthetically, but I feel like it actively does not want me to take the time to appreciate and get immersed in the atmosphere. And it really doesn't seem like it has much else going for it. Strange Telephone - Development Story #0053: new glitch UI #StrangeTelephonehttps://twitter.com/yyuta342/status/1018856640177532928. Ver. 2.01 Update: Hi AllWe have just updated Strange Telephone with the following updates:Fixed bug causing displays for Endings, Library, and Settings to disappear (provisional).*As we were unable to reproduce this bug in certain environments, we have fixed the process that was assumed to be causing this bug to occur.Fixed bug preventing scan line settings from being applied outside of the title screen and settings screen.Fixed bug causing "Kakukaku" to freeze.Fixed bug causing encounters with Geo-1 and Geo-2 to occur in reverse order.NOTICE. Strange Telephone Out Now - Released on January 21st!: As of today, Strange Telephone is finally available on Steam!Strange Telephone is a 2D adventure game featuring multiple endings in which you call six-digit phone numbers to venture across automatically generated, mysterious pixel worlds.Remember: there is more than one ending. Lead Jill through her journey to discover all of the possible endings and unravel the mysteries of the world of Strange Telephone!https://store.steampowered.com/app/705290/Strange_Telephone/. Strange Telephone Development History #0002: Something like this.All images are currently in development and are not final versions.https://twitter.com/yyuta342/status/594876390123569153. Strange Telephone - Development Story #0054: New transition effect. #StrangeTelephonehttps://twitter.com/yyuta342/status/1018424534410543105. Strange Telephone Development History #0049: Menu screen (Temp.)All images are currently in development and are not final versions.https://twitter.com/yyuta342/status/784714305962860544. Strange Telephone Development History #0034: Fixed "Jill".All images are currently in development and are not final versions.https://twitter.com/yyuta342/status/687840401441472512. Strange Telephone - Development Story #0052: Just a tiny mistakehttps://twitter.com/yyuta342/status/1013413482694209536. Playism Publisher Sale - Up to 80% off!: We are finishing off our 8th anniversary month with a huge sale on Steam!We want to thank everyone who has been a part of Playism in the past 8 years, we couldn’t have done any of this without all you amazing people!We have nearly our whole catalog on sale for up to 80% off!For extra deals, don't forget to check out our bundles! Playism Strategy BundleContains: Unholy Heights, Rime Berta, Magic Potion Explorer, A Healer Only Lives TwicePlayism JRPG BundleContains: One Way Heroics, Artifact Adventure, LiEat, Helen's Mysterious CastlePlayism 2D Action BundleContains: La-Mulana, Kero Blaster, Momodora: Reverie Under the MoonlightPLAYISM Metroidvania bundleContains: La-Mulana, Momodora: Reverie Under the Moonlight, La-Mulana 2, Touhou Luna NightsCheck out the full list of games on our Steam Page, or on our blog![blog.playism-games.com]---Playism

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