
The city is being invaded by monsters from the Upside Down World! You, the Potion Master, must defeat evil all alone, with no tutorials or "Easy Mode" to assist you. You'll have to rely on the help of Fäy, your companion fairy, and your potions!
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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, French, Italian, German, Spanish - Spain, Polish, Russian, Spanish - Latin America
Engagement
Hours played at review time, across 47 reviews with recorded playtime.
Reviews
Themes across 47 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
5/10 its only 10$ i guess. would only get it if you really like hard games. - finished the game in 50 minutes, the rest is card farming an achievement Faster than light! Complete the game in under 35 minutes - only 5 levels and 1 mini level with ♥♥♥♥♥♥♥♥ end boss that choke holds you from max health and kills you + you can freeze things and jump off them - ice and fire come from the same weapon - this game needs a block with cooldown + bosses - no maps, would help on the castle level - i wish you could upgrade potions - needs a less hard mode with more lives and health
Безидейный сблёв слепой свиньи. Все очень слабо. Интересная идея с зельями не во что не выгорела. Идея с двумя мирами тож. Всё что можно было, слито и как выгребная яма - никуда не ведёт.
A Hole New World is a 2D retro pixel platformer with a gimmick, when you fall into a pit you fall into the reverse underworld/evil other planet/whatever. Gameplay consists of jumping, throwing thing at baddies, boss fights, etc etc. What's nice about this is it's a genuine attempt to make a video game, it's not yet another cash grab/asset flip/construction kit template. Unfortunately the technical execution here is lacklustre. They chose to use obsolete retro pixel "art" as a substitute for contemporary PC graphics. It's unclear if this is due to lack of budget or talent, regardless, the overall visual quality of the game is extremely low as a result. Resolution can be changed but there's only two options and no support for modern PC resolutions despite the 2017 launch date. Controls can be customised but it's an iterative process... you need to remap every control even if you only want to change one! The gameplay itself is lacking. While there's some good ideas from the developer, 2D retro platforming is a mostly dead genre. Controls are a little clunky and dissatisfying. The game seems to run at a fairly choppy framerate which makes things worse. These flaws push this game far below minimum acceptable standards for PC. There's no justification charging an eye raising $10 USD for retro pixel bundlemeat on Steam.
A Solid Platformer, Having a lil bit of a hard time with the Final Boss but it doesn't quite feel too cheap I'm trying not to spam the slide to kill them. The game itself works a pretty interesting gimmick when it comes to having the duality between the surface world and the reverse gravity underworld. The controls for the underworld get a little weird at times because up and down is still the name despite the physics behind reversed so it takes a moment for your brain to get used to it. Solid animations, hit boxes, sound, and music. I'm kinda wondering what is even the point of the fire/ice potion as it's completely diagonal and elemental property changes on impact. Levels are deceptively bigger than I would think.
I cleared this game once, and my completionist blood compels me to at least attempt to get a few more achievements, but after that gruelling experience I either need a long rest or a bad-indulgence to bribe me into playing this game for any amount more. Look, the premise isn't bad: the actual game and its "design" are. It feels like the optimal strategy is to inch your way forward very slowly while using the charge attack to hit things in the distance for double the damage of any of your other quirky attacks and it looks like whoever made this game thinks that "N*ntendo Hard" is the best thing ever by spamming enemies in certain sections with or without damaging terrain nearby, and the impression I got from the bosses was that their patterns were chosen to be extremely unforgiving with very few safe zones without taking into account player movement at all. Coupled with the "new game plus" mechanic, it is obvious in hindsight that they expect you to have all the unlocks already gotten to even navigate all of the areas in what is a very linear and ruthless game. Also, the final boss has the same name as an ancient board game, so don't forget to put the damned quotes when searching for his Lordness to get inspiration on how to deal with the obviously BS patterns that he has after realising that your lightning potion needs to be selected to do any damage as a start, when it is the worst ranged option you have and the colour purple is used in the game without the potion association all over the place except this part. I don't know. I feel angry. Angry not because I bought this, but maybe because when I bought it near launch I wasn't quite expecting the artificial difficulty in what looked like a cool retro title going for a gimmick that honestly ends up being a pain in the ass with the blind exchanges of what the other side's evil population is doing at that time when you jump into or are forced to engaging with the pits (which, to be fair, there are no "instant death pits", but I fear that it's only because this mechanic was put into the game and not because they didn't think of putting it in). Oh, and, in a game where they are throwing "infinite" enemies at you as a form of difficulty? Good effing luck doing the "kill no enemies in the entire game except bosses" achievement without cheating. And double "oh": the double jump? You get that only at the final stretch of the game. Well played; I learned to not trust this dev team with any further design decisions in their other games if they ever make more.
[url=https://home.gamer.com.tw/creationDetail.php?sn=5242297]→含圖片的完整巴哈姆特小屋心得創作[/url] 傳統惡魔城+魔界村+洛克人元素融合感覺的復古風ACT 特徵點 & 符合遊戲名(Hole)的概念 掉入洞裡不會陣亡,而是進入顛倒空間的裏世界 在正反各有相異配置的路徑中尋找適合自己的路線闖出生路 初始武器是投擲拋物線軌跡的藥水罐 (在8-bit時代總是被人嫌棄的攻擊方式在此意外很可靠) 隨破關進度依序拿集氣攻擊&不同屬性的藥水罐&滑鏟/二段跳 跳躍性能上挺優秀的,唯一可惜無法控制跳躍力道(固定高度) 整體傾向硬派難度,第四關開始難易曲線明顯陡峭增加 畫面偏暗色調的風格前提下 部分敵人幾乎背景色融為一體這挺整人的(預設明度建議調亮) [hr][/hr] 地圖上敵人為固定量&固定設置,打敗後不會再生 但本作存在很肝的一點:存在敵人全殺&全不殺的奇葩成就設定 (感覺多少有致敬UNDERTALE的意味) 全殺路線時,有些敵人隱藏的幾乎找不太到 └正反世界都要反覆走完整跑一趟的耗時旅程 └畫面外案例存在不少 不殺路線時,有些會"自爆"的敵人也算擊殺 └特殊走法、冰火藥水熟練必須 └第四關鬼門,高程度接關可能 挑戰時要頻繁備份存檔,不然一次失誤覆蓋就得飲恨 (另外關卡中不能重複用同一個中途存檔點這點實在有些憋扭) 多少應該有阿拉丁動畫名曲"A WHOLE NEW WORLD"的惡搞致敬 (相對代價就是搜尋攻略結果一直跑出阿拉丁相關的影片TwT)
Nice mechanic. I like the upside-down world. But I feel it is more for speedrunners and hardcore fans of the gendre, than ordinary people
На уровнях вас заспамят врагами Финальный босс спамит атаками на полэкрана Боёвка тоже задрачивание одной кнопки Чтобы его победить нужно выполнить идеальный подкат, но чтобы пережить драку нужно использовать подкат постоянно
https://youtu.be/pTZPrzJLdRs All of the basics are covered fine but not to the level that any single part stands out, the world flipping is clever but playing upside-down for too long is exhausting for the player.
Buaf! Super divertidoo. Me recuerda a los buenos Castlevania. Me duelee dedo de tanto lanzar pociones jajaja
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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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