
A beautifully illustrated, 2D top-down game with a focus on zen-like journeying, light puzzling, precision-platforming and fallen gods.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English
Engagement
Reviews
Themes across 42 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Animal Gods - игра, разработчики которой скорее за все вдохновлялись чем-то на подобии Superbrothers: Sword & Sworcery, но в какой-то момент все пошло не так. Я вытерпел 20 минут игры, и этого достаточно чтобы понять, какой будет игровой процес Animal Gods далее. Саундтрек – 30-ти секундная музыка на лупе. История? Вы попадаете в мир, в котором когда то были боги-звери, но все они пропали/умерли, в мире война… И… И что? Графика? Вполне съестная для пиксельного инди, пока вы не встретите врагов кубиков в которых вам нужно бросать какими-то шприцами (без шуток). Главный герой: нарисованное в стиле Дали «оно», еще и без четкой анимации… Честно, это даже не абстракция. 7 баксов? Серьезно?
There are games that can get away with refusing to explain themselves or making use of interesting and alternative art to convey something one could not otherwise do. This does not appear to be one of them. The most immediately upsetting factor is the way the game appears to try and disguise the cheapness of its graphics as a stylistic choice. Yet the innumerable rectangular paths, enemies and elements betray the fundamental cheapness of the game. A cheapness that simply cannot be papered over by the otherwise quite interesting art. Worse still, it simply isn't any fun. A game of combat must be a test of skill, of mastery. It should challenge the player and demand that they understand how to utilize the mechanics of the game to the fullest. A game of puzzles must contain meaningfully interesting puzzles, rather than pretend as if defeating enemies moving in set patterns is even remotely interesting. In the end, I can only ask the developers why they thought anyone would actually wish to play this, and if they don't know, why they tried to push it to sales, rather than learn to make something people would like.
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Modeled estimate over time, reconstructed from Steam's monthly review histogram.
Hours played at review time, across 42 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
What's worse than a bad game that is slow paced? A frustrating puzzle game that is bad and slow paced.
Quelle tristesse... Animal Gods disposait de tous les ingrédients nécessaires afin d’être une aventure des plus charmantes. Son visuel, son ambiance, son univers... Mais malheureusement, ses immenses carences en termes de gameplay l’éloignent radicalement de l'objectif qu’il s’était fixé : à savoir proposer un action-RPG en 2D, ode aux souvenirs d’une époque révolue. Le test complet : http://www.gamelove.com/test-jeux-video/test-animal-gods-137664
Ich finde dieses Spiel sehr langweilig. Es gibt fast gar nix zu tun. Man geht in Zeitlupe in irgend welche "Dungeons", aber da gibt es nicht wirklich etwas zu tun außer rumgehen und in jedem Dungeon bekommt man eine Fähigkeit, die danach wieder verschwindet. Das Artwork ist ok, der Soundtrack hat mich ziemlich schnell genervt. Ich werde das Spiel auch nicht mehr durchspielen. Habe 50% erreicht und gar keine Lust mehr. Und zu den 50% musste ich mich auch schon zwingen.
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Pretty to look at. Fitting soundtrack. The story and setting are intriguing. Gameplay, however, is lacking. It is bland and unnecessarily often frustrating, because of finicky controls and sometimes harsh punishments for mistakes. The three gameplay elements quickly overstay their welcome and nothing really interesting and/or challenging is done with them up until the very end, where all three of them are finally combined and offer something resembling a genuine challenge that is not completely tainted by the . Exploration is rarely fun, as it is very often tied to slow backtracking, which is sad, since the backstory given by the scattered logs is actually interesting. The boss fights barely qualify as such. You can really feel that the creators of the game wanted to create something artistic, but lack experience and skill in game design, which is a pity, because the games looked so promising. A playthrough takes around 2 hours, which can legitimately be considered overpriced. The additional challenge of the unlocked Lives-09 Mode is not really worth replaying it either. tl;dr Pretty. Promising. Very flawed. Too short. Overpriced.
The art and atmosphere are unique and engaging. I love games where I feel like I'm both playing and enjoying the scenery. The diaries are unnerving in a good way. I'm having a blast with the flame cloak, and I enjoy that it's challlenging without relying on panic and twitch mechanics, being that I'm no longer in my teens.
OKAY, the only reason why I bought this game was because it was dirt cheap and I thought it looked pretty. I finished one dungeon and it was repetitive and boring. Not to mention that the soundtrack gets grating after a while, really really grating, I thought I was going insane as I died over and over again to the platforming. But I do have to say that the art is actually really really pretty. Though I don't like the PC's walk animation the visuals are decent enough
I backed this on Kickstarter, thinking it was going to be something different than it turned out to be. Something more like a Zelda type game, and this didn't turn out to feel that way to me. Soon after I loaded it up, I found that movement was sluggish and slow, there was no real guidance on where to go and nothing stood out to me for a while as a clear sign of where I could go, until I found what looked like a cave entrance and entered. I was inside the Snake dungeon then and found a sword. With that sword, I was given the task of fighting blocks that moved around, and any time one of them hit me I was sent back to the last checkpoint spot. It wasn't inspiring gameplay. Maybe if I had picked a different way to go I would have found a more appealing path to proceed. I ended up getting stuck in the Snake dungeon and wasn't sure how to proceed after a while. By this point, I wasn't enthusiastic about trying to backtrack and try a different path. I was barely into the game and I had already lost interest. While the graphics were pretty and the sound turned out pretty good too, once I listened to it, I found the gameplay didn't appeal to me, and I couldn't get past that.
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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