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Through Abandoned: The Forest Torrent Download [portable Edition]

Through Abandoned: The Forest Torrent Download [portable Edition]


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About This Game

You continue your journey in worlds of Abandoned. Welcome to the Forest, the sacral place in the Ordered.

Solve puzzles, find items and find a way to use them. Try to reach your brother and have fun.

If you haven't played Through Abandoned orginal yet:
Bundle with both parts: http://store.steampowered.com/bundle/1219/ 6d5b4406ea



Title: Through Abandoned: The Forest
Genre: Adventure, Indie
Developer:
Igor Krutov
Publisher:
Kiss Publishing Ltd
Franchise:
Through Abandoned
Release Date: 9 Aug, 2016


Minimum:

  • OS: Windows XP, Windows 7 or latest
  • Processor: 2.33 Ghz or faster x86-compatible processor, or Intel Atom 1.6 Ghz or faster processor for netbook classes devices
  • Memory: 512 MB RAM
  • Graphics: Will work on integrated videocard
  • Storage: 750 MB available space

English,French,Italian,German,Arabic,Czech,Danish,Dutch,Finnish,Greek,Japanese,Korean,Norwegian,Portuguese,Russian,Simplified Chinese,Swedish,Thai,Traditional Chinese,Turkish,Ukrainian,Vietnamese



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A short adventure game I enjoyed. Reminds me of this documentary:

http://www.youtube.com/watch?v=UHkiZNT3cyE. I was a fan of the first game and the sequel did not disappoint! This game, much like the first one, is cheap, has a nice art style and good music. It also has good, smooth gameplay.
The puzzles in this game are a good difficulty where it's not too difficult [albeit a tiny bit frustrating from time to time] but it's not too simple.

TL;DR <\/b>
Intriguing story and gameplay. Highly reccomend this series to people!. This is a fun sequel to the original game! It felt like it might have been a little shorter, though it's still a pretty beefy puzzle game. I enjoyed the art, ambient soundtrack, and the ability to navigate with the keyboard arrows. Definitely worth the price!. I remember playing the first game on Kongregate long ago. And I remember how much of a \u2665\u2665\u2665\u2665\u2665torm it created due to the accusations of plagiarizing Mat Skutnik, so much so that said author had to comment on it's page giving it a recomendation.

I also remember it's less than stellar sequels, with puzzles, which cemented the MatSkut analogy due to the first one being blatantly inspired by "the loop". I also remember that I commented on said sequel trying to explain why it was so poorly recieved ("the loop" came in 3rd, making people realize it was not what the series was going to be about, whereas chambers came in second, and the loop's puzzles were more organic and intuitive, whereas chambers were a bit too blatantly just gotten straight out of a puzzle book and specially the chess one simply didn't make sense in context.)

Point is... I remember this author's trip through game design with all of it's blunders. And I'm happy to say he's learned his lesson quite nicely. I can't believe this game flew under my radar until it got recommended to me by a friend due to the sale, and I'm so happy I got to play it.

Let's start with the pros: GORGEOUS drawings with fluid animation, and amazing sound design. A world that seems far more interesting than chambers made it out to be and expands on the first game quite nicely. Puzzles that are mostly far more intuitive (with two exceptions, we'll get to them) and a story that, while not that complex or nuanced, does manage to explain our travel through this world perfectly and has some potential, being more than serviceable for its intended purpose.

And now the things that could be done better:
-The philosophy of "chambers" can be felt again in some of the puzzles, in that they seem to be taken straight out of a puzzle box and make no sense in context (EG: the "lock" for the box in the skeleton room is a modification of the knight's crossing puzzle, which really wouldn't be a good security measure and the way one of the extras is gotten is with a red\/white light puzzle.) This is really just a common blunder on many point and click games (rusty lake is notorious for it and I still love them) so I won't dwell too much on it but for more "consistent" worlds which try to make sense on their own terms (such as this one or "submachine") it is a bit more jarring than in rusty lake's psychodelic nightmare of a universe. More importantly however this makes puzzles that are hard to get far more agravating than usual. And here we go with the two exceptions.

-The first exception is a certain labyrinth on the red room, which you need to do to get a certain key. It requires you to illuminate the lights without reaching any "x" to get through with limited moves. This puzzle actually makes more sense in the fact that as opposed to the knight's crossing variant it is a decent security measure because if you don't remember the path it is infuriating and slow to crack. (Although the infinite tries still don't make sense in context) more imporantly tho: puzzles are usually good if they follow two rules, and that is that they're as hard to figure out as you can make them while also being as fast to get through once you figure them out. This puzzle is the opposite of that. It has no real intellectual challenge because you can very easily guess what you're supposed to do but it's layed out in a way that is hard as balls to navigate and in the end I only finished it by using photoshop to trace the path beforehand and then copying it in the game. It's the game's lowest point by far. Still not enough for me not to recommend the game, we all make mistakes, but that is a very serious blemish.

-The other exception is the way to oppen the lockers with the skull in them. I looked a guide to pass that one and I seriously still don't know how you're supposed to guess what the icons mean. At least it wasn't as aggravating as the labyrinth, but it just completely left me without words.

-Moving on from the puzzle side, there's a final blemish and I'd say it actually comes from the same source. The author seems to still not have confidence on himself, and relies a bit too heavily on references. Now don't get me wrong most of it is greatly integrated, but even before I got to the extra area and read what the references were the source of power being this all-consuming fluid immediately made me think it had to be referencing something because of how out of left field it was and while the author doesn't mention the alien being a reference to "being one" it again was so blatant in its retelling and so weird in the game's context that I couldn't help but immediately class it as just that. Most of the sources of inspiration I wouldn't have been able to guess had the author not admited to them on the extras but those two clashed a bit too heavily with the rest of the game not to be from something else, and while I loved finding the extras the submachine analogy is yet again hard to miss.

-Finally, about said submachine analogy, this game really could do away with the scene transition. I already mentioned rusty lake, and I'd say going with their style of transition (or even root's scrolling) would fit the animation style far more and I doubt it'd be that hard seeing as how in most cases the scenes seem to fit without the separation lines.

All in all, it's a great game. A bit short (I've already played it twice and will soon play it again so don't look at my play time for indication of its real length, I'd say it's somewhere between 15 and 20 minutes without counting the time spent figuring out the harder puzzles or going around completely lost because you don't remember what door was that one particular room it (for me it was the interrogation room) so I'd say most people will get it done in less than half an hour on their first playthrough.) Still, for the prize it's more than enough and I'd gladly recommend it.. I remember playing the first game on Kongregate long ago. And I remember how much of a \u2665\u2665\u2665\u2665\u2665torm it created due to the accusations of plagiarizing Mat Skutnik, so much so that said author had to comment on it's page giving it a recomendation.

I also remember it's less than stellar sequels, with puzzles, which cemented the MatSkut analogy due to the first one being blatantly inspired by "the loop". I also remember that I commented on said sequel trying to explain why it was so poorly recieved ("the loop" came in 3rd, making people realize it was not what the series was going to be about, whereas chambers came in second, and the loop's puzzles were more organic and intuitive, whereas chambers were a bit too blatantly just gotten straight out of a puzzle book and specially the chess one simply didn't make sense in context.)

Point is... I remember this author's trip through game design with all of it's blunders. And I'm happy to say he's learned his lesson quite nicely. I can't believe this game flew under my radar until it got recommended to me by a friend due to the sale, and I'm so happy I got to play it.

Let's start with the pros: GORGEOUS drawings with fluid animation, and amazing sound design. A world that seems far more interesting than chambers made it out to be and expands on the first game quite nicely. Puzzles that are mostly far more intuitive (with two exceptions, we'll get to them) and a story that, while not that complex or nuanced, does manage to explain our travel through this world perfectly and has some potential, being more than serviceable for its intended purpose.

And now the things that could be done better:
-The philosophy of "chambers" can be felt again in some of the puzzles, in that they seem to be taken straight out of a puzzle box and make no sense in context (EG: the "lock" for the box in the skeleton room is a modification of the knight's crossing puzzle, which really wouldn't be a good security measure and the way one of the extras is gotten is with a red\/white light puzzle.) This is really just a common blunder on many point and click games (rusty lake is notorious for it and I still love them) so I won't dwell too much on it but for more "consistent" worlds which try to make sense on their own terms (such as this one or "submachine") it is a bit more jarring than in rusty lake's psychodelic nightmare of a universe. More importantly however this makes puzzles that are hard to get far more agravating than usual. And here we go with the two exceptions.

-The first exception is a certain labyrinth on the red room, which you need to do to get a certain key. It requires you to illuminate the lights without reaching any "x" to get through with limited moves. This puzzle actually makes more sense in the fact that as opposed to the knight's crossing variant it is a decent security measure because if you don't remember the path it is infuriating and slow to crack. (Although the infinite tries still don't make sense in context) more imporantly tho: puzzles are usually good if they follow two rules, and that is that they're as hard to figure out as you can make them while also being as fast to get through once you figure them out. This puzzle is the opposite of that. It has no real intellectual challenge because you can very easily guess what you're supposed to do but it's layed out in a way that is hard as balls to navigate and in the end I only finished it by using photoshop to trace the path beforehand and then copying it in the game. It's the game's lowest point by far. Still not enough for me not to recommend the game, we all make mistakes, but that is a very serious blemish.

-The other exception is the way to oppen the lockers with the skull in them. I looked a guide to pass that one and I seriously still don't know how you're supposed to guess what the icons mean. At least it wasn't as aggravating as the labyrinth, but it just completely left me without words.

-Moving on from the puzzle side, there's a final blemish and I'd say it actually comes from the same source. The author seems to still not have confidence on himself, and relies a bit too heavily on references. Now don't get me wrong most of it is greatly integrated, but even before I got to the extra area and read what the references were the source of power being this all-consuming fluid immediately made me think it had to be referencing something because of how out of left field it was and while the author doesn't mention the alien being a reference to "being one" it again was so blatant in its retelling and so weird in the game's context that I couldn't help but immediately class it as just that. Most of the sources of inspiration I wouldn't have been able to guess had the author not admited to them on the extras but those two clashed a bit too heavily with the rest of the game not to be from something else, and while I loved finding the extras the submachine analogy is yet again hard to miss.

-Finally, about said submachine analogy, this game really could do away with the scene transition. I already mentioned rusty lake, and I'd say going with their style of transition (or even root's scrolling) would fit the animation style far more and I doubt it'd be that hard seeing as how in most cases the scenes seem to fit without the separation lines.

All in all, it's a great game. A bit short (I've already played it twice and will soon play it again so don't look at my play time for indication of its real length, I'd say it's somewhere between 15 and 20 minutes without counting the time spent figuring out the harder puzzles or going around completely lost because you don't remember what door was that one particular room it (for me it was the interrogation room) so I'd say most people will get it done in less than half an hour on their first playthrough.) Still, for the prize it's more than enough and I'd gladly recommend it.


Version 1.04 is now available!:
Through Abandoned: The Forest has recently updated to version 1.01. Patch notes are below. We hope you enjoy the update! Stay tuned as we should have some more exciting announcements soon.

  • The game has been rebuilt on the newer, quicker Unity engine instead of older Flash
  • The game is Full HD now and has an elastic layout that fits to any screen.
  • Support for 24 languages added
  • Keyboard movement added
  • Animations improved
  • Custom cursors added
  • Minor logistic changes on the game map added

Support Languages:

  • English
  • Arabic
  • Chinese traditional
  • Chinese simplified
  • Danish
  • Dutch
  • Finnish
  • French
  • German
  • Greek
  • Hindi
  • Indonesian
  • Italian
  • Japanese
  • Korean
  • Malaysian
  • Portuguese
  • Russian
  • Spanish
  • Swedish
  • Thai
  • Turkish
  • Ukrainian
  • Vietnamese
. Version 1.04 is now available!:
Through Abandoned: The Forest has recently updated to version 1.01. Patch notes are below. We hope you enjoy the update! Stay tuned as we should have some more exciting announcements soon.

  • The game has been rebuilt on the newer, quicker Unity engine instead of older Flash
  • The game is Full HD now and has an elastic layout that fits to any screen.
  • Support for 24 languages added
  • Keyboard movement added
  • Animations improved
  • Custom cursors added
  • Minor logistic changes on the game map added

Support Languages:

  • English
  • Arabic
  • Chinese traditional
  • Chinese simplified
  • Danish
  • Dutch
  • Finnish
  • French
  • German
  • Greek
  • Hindi
  • Indonesian
  • Italian
  • Japanese
  • Korean
  • Malaysian
  • Portuguese
  • Russian
  • Spanish
  • Swedish
  • Thai
  • Turkish
  • Ukrainian
  • Vietnamese
. Through Abandoned: The Refuge is released:
Big news! Through Abandoned series continues!

Through Abandoned: The Refuge is released on Steam This is the page of the game: https://store.steampowered.com/app/1012460/Through_Abandoned_The_Re...

Until April 1st it has a discount +25%.

The main features:

  • The game is built on the newer, quicker Unity engine instead of older Flash
  • The game is Full HD now and has an elastic layout that fits to any screen.
  • Support for 24 languages added
  • Keyboard movement added
  • Animations improved
  • Custom cursors added

Supported languages:

  • English
  • Arabic
  • Chinese traditional
  • Chinese simplified
  • Danish
  • Dutch
  • Finnish
  • French
  • German
  • Greek
  • Hindi
  • Indonesian
  • Italian
  • Japanese
  • Korean
  • Malaysian
  • Portuguese
  • Russian
  • Spanish
  • Swedish
  • Thai
  • Turkish
  • Ukrainian
  • Vietnamese

We hope you'll enjoy it. Have a good day!. Update v 1.03 uploaded:
What's new?

Achievements added.. Update v. 1.02 uploaded:
What's new?

1. Keys disappearing bug fixed
2. Annoying UV-lamp sound bug fixed. Soundtrack for Through Abandoned 2:
Soundtrack for Through Abandoned 2 written by Alexander Ahura, remastered, is available for buying!

The whole duration is 43+ min. Enjoy!

For buying use the link on the game page or go here: http://store.steampowered.com/app/518080/


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