
Discover the lost treasures of Ukampa in South America as Aban Hawkins searches for his estranged father, world-famous archeaologist, Jim Hawkins. Aban Hawkins races into the frozen tundra of the antarctic, undiscovered temple ruins and the vast caverns of South America in search of his father and the legendary treasure rumored to lie...
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About
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English
Engagement
Hours played at review time, across 40 reviews with recorded playtime.
Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
This is a rather middle-of-the-road review, and fundamentally comes down to what you're looking for in a platformer. I've seen other reviews refer to it as "masocore", which definitely seems accurate. Put another way, beating each level comes down to trial and error. You can't beat each level by skill, but rather have to die multiple times to identify where the traps in the level are, and once you've done that, then it requires skill to avoid them and actually reach the end. Part of this comes from the fact that many blocks may or may not be a trap, and so have a tendency to blindside you. There are patterns to learn, but the levels are designed to murder you by surprise. For those who enjoy this style of gameplay, this is a pretty competently built game, albeit with somewhat strange controls and an overly minimalist UI. For those looking for a more standard platforming experience, this might be overly frustrating due to much of the challenge being about finding and memorizing trap locations rather than the pure timing of the platforming itself. For those new to platforming, this is definitely not the game to start with.
[h1]古い作品ゆえの不便さ[/h1] <昔買ってレビューを書いていなかった作品> もともとノーチェックだったが、とあるきっかけで本作を知って購入したのを覚えている。 触ってみるといわゆる「アイワナ系」に近く、死に覚えを前提としたゲームデザインとなっている。 画面はレトロであるものの操作は割と遊びやすく快適ではあるのだが、 ・触れてみるまで即死ギミックであることに気づけない(気づいたときには死んでいる) ・死ぬとステージの最初からやりなおし という2点が苦痛。 1ステージ自体は短いのだが、「最初からやり直し」というのがとにかくストレスなのだ。 なぜストレスなのかというと即死ギミックはだいたいゴール手前に置かれていて、それも初見殺しなのでこちらとしてはまず引っかかるわけだ。そしてステージの最初からやり直し。 そうなるとこちらは「初見殺しのあったゴール手前」まで再び移動するだけなので、踏破済みのエリアは本当にただの無駄でしかなく不毛さしかない。 これが動き豊かな2Dアクションであれば踏破済みのエリアも繰り返しのプレイ自体が後のステージへ向けた動きの練習になったり、通貨が存在するゲームならば通貨を再び取って少しでもミスのリカバリをしたくもなるが、本作にはそういった要素が一切ないので踏破済みのエリアなど無駄以外の何物でもなく、「再プレイが楽しくない」というゲームデザインになってしまっていた。 それをごく序盤の時点で嗅ぎ取れてしまうゲームなので、この先もしれたものであるため早々に見切りをつけることにした。
No amount of spikes will keep me from my robot wife
tis fun. whoever made this must be masochistic
1001 Spikes has [u]the best[/u] platformer level design I've seen. People say that it involves a lot of trial and error, that's only true if you're not paying attention - the game quickly establishes in the first area that hidden traps are not placed randomly, there are subtle hints in tile sprites, level shapes and most importantly: where would it be most inconvenient for you the player. Once you internalize this, you should be able to predict, with near 100% accuracy, where a spike will pop up or a rock will start falling. That alone isn't the reason why this game is good, but it's hard to describe in text how level design succeeds in enabling you to flow through obstacles so smoothly, especially when going for the challenge times. Except for the bonus ice world, that place sucks.
Проходил 1001 Spikes почти 10 лет назад и сейчас игра ощущается таким же качественным и добротным платформером в стиле NES. Геймплей представляет из себя прохождение множества коротких, но сложных уровней в различных зонах. В игре предостаточно челленджа, вроде скрытых шипов и падающих блоков, но при этом хардкор честный, весь геймлей завязан на таймингах и реакции, стоит только изучить уровень. Радует наличие горы отсылок к другим играм и персонажам из них, кайфовый саундтрек и что самое главное - отзывчивое управление.
1001 Spikes é um jogo semelhante a Super Meat Boy, no sentido de que as fases são curtas e cheias de armadilhas, e você precisa concluir cada fase numa jogada só, pois não há checkpoints. Também há uma pitada de I Wanna Be The Guy, pois o jogador vai frequentemente se deparar com armadilhas quando se menos espera. Felizmente, o jogo não chega a ser tão cruel quanto IWBTG. Por alguma razão, vidas são "limitadas" em 1001 Spikes. Mas o número de vidas que o jogo te fornece é tão grande que o jogador nunca vai chegar a ver a tela de Game Over a menos que seja BEM ruim no jogo. E mesmo que seja, é possível obter mais vidas coletando artefatos ou comprando-as com moedas que você pode obter nos modos extras do jogo. O único ponto fraco de 1001 Spikes, na minha opinião, é que o fator replay é um pouco baixo. Uma vez zerado o jogo, não há muito incentivo para rejogá-lo. Há vários personagens desbloqueáveis, mas eles não diferem muito entre si. Há também alguns modos multiplayer, mas eles são curtos e simples (e boa sorte ao tentar convencer um amigo a jogar com você). Apesar disso, eu gostei de jogar ele, e o recomendo para fãs de jogos de plataforma difíceis. Se puder comprá-lo em promoção, vale muito a pena.
I'm on an impossible journey to play every Steam game in alphabetical order, and you can watch my review here: https://youtu.be/gsk-PfzBHIY Prefer to read? 1001 Spikes is an 8-bit styled tough as nails retro platformer that wants you to die as many times as possible, while still being beatable. The name is actually misleading as there are far more than 1001 Spikes, and the 1001 part actually relates to the fact you start with 1001 Lives. There is a line between unfairly difficulty, and fair difficulty, and while 1001 Spikes is generally fair, there are times where it most definitely is not. There are two campaigns: Ukampa and Antarctica. I'd recommend the Ukampa campaign if you enjoy these types of games, but I didn't feel like the Antarctica campaign respected my time, with some jumps requiring pixel perfect precision. Plus, the ending cutscene was exactly the same for both, which was extremely disappointing. Overall, I still recommend it, but only if brutally difficult platformers are your jam.
Extremely difficult puzzle / arcade style game. It reminds me a bit of games like Spelunky and I Wanna Be The Guy, but with more of a planning ahead / deliberation phase to it. You have to carefully observe the map, create a plan, and then execute that plan flawlessly to make it through. It does feel a bit cheap on the deaths sometimes, like you have no way of seeing whether there's a hidden trap on certain areas or not, so you have to die multiple times on each map to proceed. The art style of the cinematics is very nice. The music is good too. It does feel a bit exhausting to play though. The multiplayer exists but feels a bit out of place in a game like this since none of the puzzles really require cooperation. The arcade modes are extremely different from the main game and more of a chaotic free for all like Mario games. Overall a very unique game. I ended up deciding it's not for me because it was slightly too frustrating, but that's a personal choice not a reflection on the game quality. +++ Interesting planning / execution puzzle system +++ Well designed levels ++ Good music and art style + Huge amount of levels +/- Multiplayer is a bit out of place -- My controller glyphs appeared incorrectly (Press Button 11 to proceed... which one is that again?) -- Some traps are invisible until you die to them once -- Some pixel-perfect traps are very frustrating to avoid with the movement system that's not really good at fine control like that
Cute, but deadly - you have 999 lives for a reason. Probably plays better on a gamepad or something like that
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Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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