
Olympia is not for the faint of heart. Explore, hunt, and survive (or try) in this ultra-hard platformer that focuses on being airborne.
Modeled estimate, not a reported figure. How we estimate →
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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
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
No.
Armor, nur schneller tod.
It's a hard game, i can't deny that. But it's just bad gamedesign. First of all, why would you make the robots hitbox so small. And if you wait too long, they raise their leg an are practically invincebible. The death and spawn animatinos are too long. In a game based on trial and error i shouldnt wait like 10 sec to get the chance to try again. The hitboxes of the spikes and wheels are way too big compared to the models. A lot of the game mechanics weren't explained although there is a tutorial. My biggest issue is the checkpoints. Why are they dissapearing when i'm aiming near the white birds. In my opinion this is just a bad game mechanic. The next point is more of a personal opinion, but for me the controls are too direct. Comming from other platformers i am used to not changing the directions immediately. In general i think its a fun idea of a platformer combined with a shooter is not bad, but it's poorly implemented.
Let me preface this by saying that I typically play games with more storylines and plot, but I'll play just about anything if I enjoy the art or the music. I had gotten this game specifically because I really liked the premise of the game and the art style, and figured I would try it. It does say Ultra-Hard Platformer, but I am very used to playing platformers that require more finesse than usual. I love the design of the game and the music that's paired with it, and it definitely gives off the idea that this is a ruined Olympia. The death also doesn't feel permanent as well, since you turn into a bunch of birds, which is really nice. It also satisfies the desire for something harder, but it's not really a game I would spend a lot of time on. The tutorial is really lacking, and I almost couldn't finish that on its own because it is so precise and leaves no room for error. I primarily play with controllers so I don't have as much precision with my keyboard, but I am more than willing to learn and try. My biggest issue with the game is the difficulty setting. You have "Little Girl" which is the normal difficulty, and "Goddess" which is the harder difficulty and what the game default is. While I am totally fine with the distinction and having both to make it easier to play, I don't particularly like the wording of those. Goddess is fine for a harder difficulty, but using Little Girl as the term for normal difficulty implies that this is a beginner difficulty when it doesn't feel that way. I definitely understand that this is a platformer for people wanting more of a challenge, but I wouldn't feel as lost or overwhelmed if the tutorial was more specific and helpful. I'm sure there are a lot of people that would enjoy this game, and do, but this isn't my cup of tea and I personally don't think it's worth 8 dollars for 10 levels.
This is a ripoff of the "ultra difficult" platformers like Super Meatboy and I Wanna Be The Guy, but with a more serious ancient greek/minimalist/"it's art so I don't have to do proper graphics" theme. Traverse various 2D (yes 2D, it's 2019 and indies are still shoveling 2D bundleware so they can save up and buy a graphics card and do 3D graphics) platforms and respawn constantly. The game is modestly well polished, works in 4K and the developer also adds a camera zoom so you can customise the way the game fits on your screen. That, at least, is a pro gamer move, so thumbs up. As for the rest, well... The purpose of the game is to be frustrating and require repeated attempts at the same content over and over again so the developer doesn't have to make as many levels, because making decent content is hard, but pumping up the difficulty level so people don't see the content is, well, easy. We have lazy minimal graphics. This is a platformer, a console game, that was never released on consoles. I appreciate the importance of the PC as the premier gaming platform, but developers should at least try to understand their audience, and this is Steam. The console peasants who like this kind of 2D platformer 1990's stuff are waaayyyy over there on their couches with their kiddy toy peasant controllers. I don't know how well this game would have gone down on console, but probably better than it did on Steam. This is just not worth $11.50. You can get Super Meatboy for less when it's on sale, if you wanted it anyway, and that is better at being a console peasant platformer than this.
Esse é um joguinho bem simples de plataforma mais voltado para o estilo de Super Meatboy, onde você tem fases curtas, mas difíceis, mas com o adicional de que você também pode atirar com um arco. Muito do jogo gira em torno do tiro, já que o seu boneco fica em câmera lenta enquanto mira no ar e, inclusive, alcança alturas maiores de pulo enquanto mira. Eu, porém, achei que a personagem se move rápido demais, as vezes, o que dificulta a precisão de alguns pulos, algo que é crucial em jogos de plataforma. Além disso, o level design por vezes não é tão polido, na minha opinião, fazendo a imprecisão de movimentação ainda mais agravante. O game tem um esquema interessante que você pode controlar o zoom da câmera, o que ajuda na hora de traçar as rotas que você precisa fazer e compensa um pouco dos problemas que eu senti no level design, porém, para mudar o zoom, o jogador é obrigado a ir até o menu. Se essa opção fosse mapeada para o scroll do mouse, seria muito melhor. Ainda não fui até o final do jogo, mas estou tendo alternâncias entre frustração e empolgação com alguns segmentos, principalmente pois tive que descobrir algumas coisas na cagada para avançar (como a altura maior do pulo enquanto mira), mas não creio que eu consiga fazer uma review mais profunda de Artemis, pois ele é basicamente só isso, um jogo de plataforma desafiador (as vezes pelo motivo errado, infelizmente). Ainda assim vou continuar com ele mais um pouco e tentar zerar, acho que vale a pena, pelo preço que é, se você curte o gênero. Pra não dizer que eu não dei nota, acho que um 6/10 é válido. http://locadoratv.blogspot.com/2019/06/diario-dos-joguinhos-do-business-cat-12.html
Very challenging, but still fair. Each level is fairly short, but difficult enough where it takes quite a while to complete. Lots of potential for fans of speed running with interesting movement and tech.
This game is very challenging. Some of the moves take a good amount of practice, but they're pretty cool when you get them down. Charm abounds. Lots of great hand drawn art and nice animations. Certainly would recommend and hope the developer adds new levels soon!
I've played this game for about 3 hours now and give it a strong recommend. I'm not usually good with platformers and it took me some time to get the movements down -- you have to spend most of your time in the air tightly coordinating jumps -- but the challenging nature keeps things interesting. I would say the game is hard but fair. I love the beautiful artwork and the well conjured atmosphere of the game -- it really feels as if you are in a dystopian kingdom. The attention to detail is very acute and impressive -- I especially enjoyed the small characters like birds and deer -- they aren't part of the main narrative loop but you can interact with them and they are very well imagined.
Exactly what it says on the tin, and impeccable vibes to match. 10/10, i still havent beaten chapter 1 on Goddess mode
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Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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