
There is this girl known as the Red Riding Hood. She has the strength of ten men. This is a completely different story about the familiar fairy-tale character Red Riding Hood. A much darker and twisted version.
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Simplified Chinese, German, Korean, Japanese, Vietnamese
Engagement
Hours played at review time, across 38 reviews with recorded playtime.
Reviews
有中文 有成就
過場自動存檔,低血量遇怪就GG了
Мрачная Красная Шапочка в стиле платформера + bullet hell. 4 концовки, но управление неудобное, уровни запутанные.
Donc ses points forts : - la musique Ses points faibles : - le décor nul - les touches - on ne sait pas vraiment quoi faire N'oubliez pas de laisser un j'aime si tu trouve cet avis utile :)
玩不下去,甚无乐趣 脚滑这点我就受不了
我是收破烂的 玩不了这么新的游戏 新是看上去是用回合制制作工具制作出了新花样--动作跳跃平台游戏,有点意思。小红帽故事背景改版,偏重解谜,想法方面是可以的,其它方面如果继续打磨有宝藏游戏潜力,单买3内推荐入库。 特有规则或键位备忘: 画面:** 音乐:** 剧情:** 演出:** 玩法:** 创意:*** 手感:** 难度:*** 丰富:*** 耐玩:*** 优化:* 更新:* 热情:* 细节:** 打磨:** 诚意:** 不足,bug,建议等:we need chinese Tra best. 我们需要翻译更好,目前机器翻译,无中也能玩。need quit button. 退出需要按钮,目前只有强关。 202309,steam,steam掉卡抵扣,它处自定义包入的本体约9元。爱人如己,目前就这,看以后追评。
不行,走路打滑,战斗拉跨,系统音效啥的全是rpgmaker默认的,这玩意是跟教程做的练手的吧
1/2 Red Riding Hood from DIG Games is an indie 2D action platformer that reimagines the familiar fairy tale through a darker and more fragmented lens. Instead of following the traditional story, it places players in a distorted forest setting where the protagonist navigates a world that feels unstable, hostile, and only loosely tied to its source material. The concept suggests a blend of exploration, combat, and psychological storytelling, aiming to create something that stands apart from straightforward platformers. While the foundation is interesting, the overall experience feels uneven, as its ideas are only partially realized. The gameplay combines side-scrolling platforming with light combat and occasional projectile-heavy encounters. Players move through interconnected areas, encountering enemies, environmental hazards, and basic traversal challenges. There is an attempt to layer mechanics such as dodging, attacking, and interacting with the environment, but these systems remain fairly simple throughout. While the game hints at greater complexity, it rarely expands beyond its initial ideas, leading to a loop that feels repetitive once the core mechanics are understood. Movement is one of the more problematic aspects of the experience. Platforming requires a degree of precision, but the controls do not always respond with the consistency needed to support that demand. Jumping and positioning can feel slightly unreliable, especially in sections where timing is important. This creates moments where failure feels less like a result of player error and more like a limitation of the mechanics themselves. Over time, this lack of refinement can make even straightforward challenges feel unnecessarily frustrating. Level design revolves around a forest environment that shifts and loops in ways meant to create a sense of disorientation. Areas are revisited and restructured, giving the impression of a world that is changing as the player progresses. While this idea has potential, its execution can feel repetitive rather than inventive. Moving through similar spaces multiple times without significant variation can make progression feel slower and less engaging. Navigation is not always clear, and the absence of strong visual cues can lead to moments of confusion that interrupt the flow. The narrative takes an abstract approach, relying on fragmented storytelling and environmental hints rather than direct exposition. There are suggestions of a darker reinterpretation of the original tale, with themes of transformation and unease, but these elements are not deeply explored. Multiple endings add some variation and encourage replay, but the story itself remains somewhat vague. The atmosphere carries more weight than the narrative, and while it creates a certain mood, it does not fully develop into something memorable. Visually, the game uses a simple 2D style that prioritizes functionality over detail. The forest setting and character designs occasionally show creativity, particularly in how they convey a slightly unsettling tone, but the overall presentation lacks consistency. Some areas feel more polished than others, and the limited variety in assets becomes noticeable over time. The visual design supports the gameplay but does not elevate it beyond a basic level. Sound design is similarly restrained. Background music and ambient effects are present but repetitive, and there is little variation to reflect changes in pacing or intensity. While the audio does not detract from the experience, it also does little to enhance the atmosphere or reinforce the game’s darker themes. It remains functional without becoming a defining feature. Pacing is affected by both the structure and the mechanics. The game is relatively short, but repeated traversal and trial-and-error platforming can make it feel longer than intended. There are moments where exploration and combat come together effectively, but these are often offset by sections that feel less polished. The experience does not build toward a strong sense of progression, instead maintaining a fairly consistent tone and difficulty throughout. Overall, 1/2 Red Riding Hood is a game with an interesting premise that struggles to fully deliver on its potential. It combines elements of platforming, action, and abstract storytelling, but the lack of refinement in its mechanics and design limits its impact. There are glimpses of creativity in its shifting environments and darker reinterpretation of a familiar story, but these ideas are not developed enough to carry the experience. For players interested in experimental indie projects or unconventional takes on classic themes, it may offer some curiosity value. For those looking for polished gameplay or deeper systems, it is likely to feel rough and repetitive. It stands as a project with clear ambition but uneven execution. Rating: 5/10
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Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
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Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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