Main game
3.50 average rating based on 54 ratings
Solving a puzzle room only to get to the end and realise you have to do it all over again (in reverse) because there was no way to know you needed one more step at the end is not fun. Also I'm over the robot's millenial humor.
The game is not super bad, but mostly disappointing. A time-reversing sounds like a cool puzzle mechanic, with potentially mind-blowing applications and a lot of "aha moments". But instead, it's almost always used to guide cubes along a path. Most rooms I solved almost immediately by just thinking which pressplates needed to be pressed in which order and moving the cube in reverse.
You realise the game is fresh out of ideas when it introduces the conveyor belt and your time-reversing gun is now just a button that reverses its direction.
I quit in a puzzle in which the tiniest mistake made me restart it all over again, and which the physics and not-precise-enough platforming made it unbearable.
Anyone who has seen trailers likely can't help but compare Entropy Centre to Portal. And while the comparison isn't exactly wrong, I always find it unfair to compare IP's like this. It holds the new game up to what can potentially be an impossible standard, and also takes away from what they've accomplished. So, yes, if you enjoy puzzles games like Portal, then you're likely going to enjoy this one as well. But, there's so much more to this game.
You wake up in a room with no memory, with AI announcements guiding you to a talking "gun," which will be your guide through the game. Yup, it's a familiar concept. This time, the reasons for your puzzling aren't some AI Overlord testing you for...who knows what. You are trying to save the world.
It's a bit of a fantastical concept - you're doing puzzles to create "entropy energy" which will help turn back Earth to avoid disaster - but you're also on a moon base, so, hey. The story itself is actually quite deep despite this rather simple premise. There's some mysteries to unfold - like, where did everyone else go? - a few twists, and extra tidbits found …
Anyone who has seen trailers likely can't help but compare Entropy Centre to Portal. And while the comparison isn't exactly wrong, I always find it unfair to compare IP's like this. It holds the new game up to what can potentially be an impossible standard, and also takes away from what they've accomplished. So, yes, if you enjoy puzzles games like Portal, then you're likely going to enjoy this one as well. But, there's so much more to this game.
You wake up in a room with no memory, with AI announcements guiding you to a talking "gun," which will be your guide through the game. Yup, it's a familiar concept. This time, the reasons for your puzzling aren't some AI Overlord testing you for...who knows what. You are trying to save the world.
It's a bit of a fantastical concept - you're doing puzzles to create "entropy energy" which will help turn back Earth to avoid disaster - but you're also on a moon base, so, hey. The story itself is actually quite deep despite this rather simple premise. There's some mysteries to unfold - like, where did everyone else go? - a few twists, and extra tidbits found on working computers. All of which is presented with charming voice acting work for player character, Aria, and Astra, your AI entropy device companion. Also, the cutest of bots: E.
The puzzles themselves are fun and some can be quite challenging. There are a few in the later levels that I had quite the trouble with. Which leads me to really my only complaint. The levels are not skippable in any way, which is a major accessibility issue. There should be an option after failing so many times or with a certain command to bypass a puzzle. Whether it's because you can't figure it out or because you can't physically do a puzzle, you should be able to continue with the story. It was extremely frustrating the few times I just could NOT finish a puzzle, despite knowing how to do it, and needing someone else to do it for me. Overall though, the puzzles are enjoyable and allow for some clever play, with new types of elements added to your arsenal almost every chapter/set of puzzles, which helps to keep things fun.
I would recommend this to any fan of puzzle games or someone looking to get into the genre. And, I hope the devs will consider an update in the future for more accessibility.
So, this is a Portal 2 fangame. It doesn't matter what they called it: it's a Portal 2 fangame. That's fine, tho, it's a neat Portal 2 fangame, but it makes its inspiration very very clear.
It's okay, and fun enough to play, but when you're playing you can't ignore that feeling of "I played this game, but better, before".
The time rewind mechanic is cool, but it's also more limited than Portal's... portals, and it shows: the last third of the game becomes slow and repetitive, as there's only so much variation you can do with "figure out what route those cubes need to follow so you can rewind later". A shame, because the first half it's very fun to play.
I have also found some slight glitches, although nothing too gamebreaking: a door opened without unlocking it first without buttons, and the physics engine reaaaaally doesn't like …
So, this is a Portal 2 fangame. It doesn't matter what they called it: it's a Portal 2 fangame. That's fine, tho, it's a neat Portal 2 fangame, but it makes its inspiration very very clear.
It's okay, and fun enough to play, but when you're playing you can't ignore that feeling of "I played this game, but better, before".
The time rewind mechanic is cool, but it's also more limited than Portal's... portals, and it shows: the last third of the game becomes slow and repetitive, as there's only so much variation you can do with "figure out what route those cubes need to follow so you can rewind later". A shame, because the first half it's very fun to play.
I have also found some slight glitches, although nothing too gamebreaking: a door opened without unlocking it first without buttons, and the physics engine reaaaaally doesn't like water, as cubes go usually flying around when you try to pick them up from a river.
For all it lacks on gameplay, tho, it gives on writing. The dialogue is hilarious and both Aria and Astra are wonderful and easily likable characters. The background storytelling you can get by reading emails forms an interesting enough story and rewards a bit of exploration, even if the computers aren't usually really that far away from the path.
All in all, what all its flaws, I enjoyed it. It's not perfect, but a fun puzzle game is a rarity nowadays and, if Valve keeps on not giving me more Portal, this'll do.
I've just realised that this game's premise is very similar to Asimov's The End of Eternity. Pretty good book if you can get past .the usual problems with classic science fiction written by old dudes.
This game's pretty boring. Well, I guess I should've seen this coming after playing the demo which was like the same box and button puzzle repeated half a dozen times with slight variations. I held some hope that the full game would introduce more ingenious mechanics but now that I'm at about the halfway mark, I feel like Dante after going through hell's door.
Almost every puzzle is solved with the same kind of thinking. Look at your potential path and which buttons need to be pressed in which order, move a box in the inverse order and then reverse it's path with the entropy gun as you go along. There are some puzzles that subvert this formula a bit, but not a lot. And then you have the "action sequences" in which you have to quickly traverse the crumbling building in which gameplay can be summarised as go forward click when stuff is collapsing to fix.
And since you can only rewind the very specific world elements that are part of the puzzle, these are always really easy to figure out. And also less fun. It would've been fun being able to, for example, rewind all the overgrown vegetation …
This game's pretty boring. Well, I guess I should've seen this coming after playing the demo which was like the same box and button puzzle repeated half a dozen times with slight variations. I held some hope that the full game would introduce more ingenious mechanics but now that I'm at about the halfway mark, I feel like Dante after going through hell's door.
Almost every puzzle is solved with the same kind of thinking. Look at your potential path and which buttons need to be pressed in which order, move a box in the inverse order and then reverse it's path with the entropy gun as you go along. There are some puzzles that subvert this formula a bit, but not a lot. And then you have the "action sequences" in which you have to quickly traverse the crumbling building in which gameplay can be summarised as go forward click when stuff is collapsing to fix.
And since you can only rewind the very specific world elements that are part of the puzzle, these are always really easy to figure out. And also less fun. It would've been fun being able to, for example, rewind all the overgrown vegetation or to re-order messy desks.
I was expecting more puzzles using the environment in its different states of decay. Like having to rewind something that blocks your path but then being force to unrewind it back for some other reason. Perhaps the developer wanted to do something like that but found that it didn't work, but still. The end result is same-y and repetitive.
Also the story is not very well told, as the various "environmental clues" (emails, power point presentations and videos) tend to repeat the same information over and over again.
The one thing that's keeping my attention is that the required quirky AI that talks between chambers can be fun.
While I'm greatly enjoying the game (even if the puzzles are quite simplistic, especially if you compare them with Portal's), the more I move forward the more I feel like it had to been rushed somehow and it didn't got as much QA as it should've, because the lack of polish goes in crescendo as you advance. Doors that open when they shouldn't, the cubes just respawn in place with no animation, the "interact" prompt got stuck on the screen...
First impressions are somewhat good. Heavily influenced by Portal and the devs seem proud to highlight that. It definitely works in its favour and any game that celebrates its inspiration / successors is a good thing in my book, especially a game like portal which hasn't really had a true spiritual successor.

The puzzles are focused around the manipulation of time (the reversal to be more specific). Cubes are used, just like portal, and once you get your head around the concept of having to repeat your steps so that they can be done in reverse, everything kind of falls into place. In some respects the puzzles are a little too easy although I have been caught out on some of the early puzzles. Excited to see how the puzzles develop later in the game and whether or not there will be steam workshop support for more puzzles, or dlc etc.

The visuals and atmosphere are incredible. Some areas do feel a bit like they've been dragged out just so you can walk through them and look at the environments... but honestly i'm not even mad because they're gorgeous. Topping this all off is the soundtrack which is synth heavy …
First impressions are somewhat good. Heavily influenced by Portal and the devs seem proud to highlight that. It definitely works in its favour and any game that celebrates its inspiration / successors is a good thing in my book, especially a game like portal which hasn't really had a true spiritual successor.

The puzzles are focused around the manipulation of time (the reversal to be more specific). Cubes are used, just like portal, and once you get your head around the concept of having to repeat your steps so that they can be done in reverse, everything kind of falls into place. In some respects the puzzles are a little too easy although I have been caught out on some of the early puzzles. Excited to see how the puzzles develop later in the game and whether or not there will be steam workshop support for more puzzles, or dlc etc.

The visuals and atmosphere are incredible. Some areas do feel a bit like they've been dragged out just so you can walk through them and look at the environments... but honestly i'm not even mad because they're gorgeous. Topping this all off is the soundtrack which is synth heavy and very moody which i'm loving. Overall they've nailed the look here.

Puzzle chambers, check. Guiding sentient AI with a sense of humour, check. Weird gun, check. Boxes and platforms, check.
This is a portal-like in its purest form. I don't mind it, but the puzzles were, hoenstly, not very good. The shtick is that you have an Entropy gun which can reverse time. Potentially cool mechanic perhaps, but every single puzzle in the demo is a variation of "you have one box and two platforms, so you have to move the box from one to the other first and then reverse time at the appropriate moment to push the appropriate platform". To easy and too uninspired.
(BTW, this time I did search correctly and this one was not in the database.)