Pertinence
About
Pertinence is a top-down adventure with minimalist graphics that explores various puzzle and action mechanics. The goal of the game is to freely explore rooms in a grid layout while collecting as many "alloy" as possible. These will unlock new areas and abilities.
To create an environment of self-discovery and curiosity, Pertinence instructs the player as little as possible.
The layout of the game allows you to pick and choose from various puzzle/action areas as you progress. Not all alloy need to be collected. Some are harder to collect than others.
Gameplay Features
A Node is an object that can be encountered in Pertinence. If the player finds one early in the game, they may find that the Node cannot do anything. But later on, after gaining new abilities, the player can rotate them, drag them and throw them.
Nodes usually have "distortion fields" attached to them, allowing you to rotate, drag and throw the field. Think of "the bending of walls" as a physical substance that can be attached to a node.
Another feature of Nodes is that the player can throw them at bombs, which will then latch onto the Node. This allows the player to place bombs wherever he or she desires.
Nodes come in three different types: normal, locked and static. Normal Nodes can be rotated, dragged and thrown. Locked Nodes cannot be rotated, but can be dragged and thrown. Static Nodes can be rotated but cannot be dragged or thrown.
Miscellaneous Features
To create an environment of self-discovery and curiosity, Pertinence instructs the player as little as possible.
The layout of the game allows you to pick and choose from various puzzle/action areas as you progress. Not all alloy need to be collected. Some are harder to collect than others.
Gameplay Features
- The ability to bend and warp "soft" walls to your advantage (or to your disadvantage)
- "Nodes" are an important mechanic in Pertinence, but they require a long description (see below).
- Collectible impermanence. You can only keep alloy if you bring them to a checkpoint unharmed.
- Stealth-esque puzzles in which you must avoid being eaten by a horrific monster, or bait it to get it away from you.
- Moving hazards, turrets, killer dance pads, explosions, and lasers that can be blocked by "thick" walls.
- The ability to rotate entire rooms about various pivots.
- Enemies that create black holes.
- Some meta puzzles.
- Rooms that change when approached from different directions.
- Keys and locked doors (of course).
- Bouncing ball keys that you must guide into locked doors.
- 50+ rooms to explore (with secrets).
- An endgame boss.
A Node is an object that can be encountered in Pertinence. If the player finds one early in the game, they may find that the Node cannot do anything. But later on, after gaining new abilities, the player can rotate them, drag them and throw them.
Nodes usually have "distortion fields" attached to them, allowing you to rotate, drag and throw the field. Think of "the bending of walls" as a physical substance that can be attached to a node.
Another feature of Nodes is that the player can throw them at bombs, which will then latch onto the Node. This allows the player to place bombs wherever he or she desires.
Nodes come in three different types: normal, locked and static. Normal Nodes can be rotated, dragged and thrown. Locked Nodes cannot be rotated, but can be dragged and thrown. Static Nodes can be rotated but cannot be dragged or thrown.
Miscellaneous Features
- Polished, minimalist graphics. Walls have an anti-aliased outline.
- Map/warping system. See rooms you've visited and ones you missed. "Fast travel" back to certain rooms.
- Each room is named.
- Some rooms change color palettes.
- Full soundtrack and sound effects.
- Dynamic music. Different tracks fade in and out depending on what room you are in and what you are doing.
- Options menu.
System requirements for PC
Minimum:
- OS: Windows XP
- DirectX: Version 10
- Storage: 600 MB available space
Pertinence reviews and comments
Translated by
Microsoft from Spain
Microsoft from Spain
Do you like puzzle challenging games...?
If you answer "YES". This game is for you.
Is very very difficult, but i have to say I'm not the best on puzzle mind games.
You have to drive your character a "Blue Drop" Through a complicated labyrinth, full of traps, moving pieces, that try to you can't arrive to the other side of the map. But wait, this is not a linear map, have multispaces, that bring you to other entrance, that you need to solve first,( you probably need a key to), then you have to come back to the previous map, and use the key, you've found on the other map , to complete this one.
Once you've beaten your first map, you are going to be warned with an "ALLOY". This alloys is the pass between the maps. A few of them are necessary to go to the next map. If you don't have enough, you may go to another map, solve it. Then come back, when you have enough of them to pay the tax to go through.
I been playing for +- 2 hour, and i only founded 3 of thouse "alloys". So that speak by themselves,how difficult this game is.
The music is very relaxing, Good for a very addicted game.
You will die several times, so don't panic. Try to find another exit before you star to pulling out your hair :)
Price is OK. Now with a little discount on it.
The game has trading cards and achievements.
See you later.
Translated by
Microsoft from French
Microsoft from French
Take the frustrating die & retry from the binding of Isaac and you will have my feeling for this game.
The achievement I just got summarizes my actual and (I'm sure) future gameplay: [so sad: die 100 times] and I really do not like to lose...
So why do I play this game?
Because I really do not like to lose...
The goal is "simple". Move a small blue ball through fifty mazes without dying (haha) and get "alloy" to unlock passages.
A little warning, this game has the tag "difficult" and it's not an understatement.
You should know that you will have to be extremely patient and sometimes lucky too.
The game seems pretty simple when you look at the minimalist graphics but do not get fooled, every puzzle to solve requires some destroyed neurons.
Good luck to the brave who dare to play it!
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ Take the frustrating side of the die & retry of binding of Isaac and you will have my feeling for this game.
The success I just obtained summarizes my gameplay of the last hour and surely the following hours: [so sad: die 100 times] and I really do not like to lose...
So why am I playing this game?
Because I really do not like to lose...
The goal is "simple." Move a small blue ball through fifty labyrinths without dying (ahah) as well as retrieve "alloy" to unlock passages.
Beware, it is not for nothing that this game has the tag "difficult".
Be aware that you are going to have to be very patient and that sometimes it can be a stroke of luck and a very good mastery of your keyboard.
The game seems quite simple when you look at the minimalist graphics but do not rely on it, each puzzle to solve requires its batch of heated neurons.
Good luck to the bold ones who dare to play!