
140 is a challenging minimalistic platformer with abstract colorful graphics. Rhythmic awareness is required to overcome obstacles controlled by an energetic, yet melancholic electronic soundtrack.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French*, Italian*, German*, Spanish - Spain*, Arabic*, Bulgarian*, Czech*, Danish*, Dutch*, Finnish*, Greek* +15 more
Engagement
Hours played at review time, across 41 reviews with recorded playtime.
Reviews
Themes across 41 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
Great game, highly recommend.
Не плохая игрушка, прошёл за час, единственное зеркалку не стал прохожить, а так основную и зачем-то отдельно выделенную 4 главу прошёл весьма бодренько.
banger game
挺好玩的节奏游戏。极简的画风(以几何体为主)配上饱和度高的颜色搭配,画面非常好看。关卡和音乐的关系紧密,前面的关卡可以仅凭视觉来进行操作,后面的关卡需要一些结合音乐的预判。手感整体也不错,不会有特别苛刻的跳跃极限要求,卡点宽松。 总共四关(以及一命通关模式),优点是每关内的存档点都非常多,缺点是无法手动存档,只能完成某关后自动存档,没通boss就退的话下次进入只能从关卡一开始来打。总之就是挺好玩的,类比下的话有点像蔚蓝的节奏面,但机关更丰富。
The game is ok.
一款被名字和商店界面耽误的游戏,好玩,就是第三关最后的boss战太反人类了,好难。
A little while after working as game designer on Limbo, Jeppe Carlsen made this fun rhythm platform game. Despite its minimalism, you can definitely tell it has similar DNA as Limbo due to the fact that it demands you to master your sense of timing. This came out a couple of month after Geometry Dash, but I must say I do prefer this game's style more. It is interesting that the main (and really only) narrative throughline here is a form that fits the ever shifting, yet stable world must destroy that which does not harmonize with it seeing as how Jeppe's latest game, Cocoon, is a sort of indictment of order as a prison. I wonder if he really did think it that far through.
Terminei as fases principais desse jogo alguns anos atrás, e lembro de ter gostado da experiência. É um jogo curto e bem minimalista, mas que entrega uma experiência de plataforma divertida na minha visão. O design de sons é bem solido, com os instrumentos representando os obstáculos presentes na tela naquele momento. A partir da música é possível prever os padrões e ter uma grande vantagem, o que eu aprecio. O maior problema desse jogo pra mim é o post-game. Você precisa terminar as mesmas fases do jogo normal, mas sem morrer nenhuma vez. Não é uma tarefa [i] muuuito [/i] difícil, mas é bastante cansativo, já que você já jogou essas fases antes sem essa restrição, e o jogo não tem esse valor de replay todo pra justificar voltar em todas elas de novo. Pessoalmente, recomendo esse jogo pela direção de arte e mecânicas sonoras, mas somente em promoção, e é importante você avaliar se ~2h de gameplay (que é o tempo médio pra finalizar o jogo base) valem o investimento.
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goes hard
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Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
Momentum
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.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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