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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English**languages with full audio support
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
개같이 꿀잼 다음에 또 할게여 ^^7 꼭 깨고 말꺼야
귀여운 눈덩이가 굴러가는 게임! 너무너무 재밌어서 시간가는줄 모르고 2시간이나 해버렸네요 *^^* 친구나 연인에게 선물하면 사이가 좋아지고 정말 좋아할 것 같아요~ 특히 미끄러지는 작용이 너무 잘되는 것 같아요~ㅋㅋ 재미있는 게임 추천드려요 다들 한번쯤은 사서 해보셨으면 좋겠네요 ^^
With the search for new fun and, most importantly, challenging games having lead me from Jump King over to Mighty Fling and now this fun little title here, Ascent is a tricky physics-based game where momentum and skilled control of it is key to fully mastering what is seemingly a simple enough physics game where you control a snowball and guide it through the oddly-shaped 'mountain' of sorts in an upwards scaling manner, yet it is deceptively hard in just how MUCH emphasis there is on building enough force to jump over tight gaps and the likes! Allow me to explain here. Since I have already made a fitting comparison from above, with Jump King being notoriously strict in it's jump-based mechanics using split-second strength levels to determine the trajectory of the jump whilst Mighty Fling is a touch more casual by enabling one to 'multi-jump' by re-aiming the ball mid-flight (albeit with reduced strength) to not only save yourself from a bad fling but also necessary for shortcuts and even a couple of the hardest obstacles near the top, Ascent puts much of the focus on a heavy, more grounded, feeling of platforming whereby it is difficult to make swift movements on the fly as a mere snowball. To achieve what one could call 'mastery' over the gameplay, the game requires that you experiment in the lowest 'starting' area by testing out the physics of the snowball through means of speeding up against the slopes of the mountain and leaning into other slopes as you fall down or roll back to gain higher speeds to get across areas that are impossible to navigate otherwise, as perfecting this 'art' of platforming will separate the amateur from the professional in this case alongside the usual familiarity with the numerous sections of the map over time as well as advanced knowledge of shortcuts where applicable and whatnot! It's why, starting in the second area and beyond, Ascent throws in the more 'unusual' of obstacles that starts to stray from being a typical mountain of the sorts, albeit the infamous Getting Over It wasn't shy from being abstract in it's overall map design either so I suppose it's more so done for gameplay variety's sake than anything else seeing as the moving obstacles themselves do present platforming challenges in a new light that require practice, focus and patience to overcome and eventually conquer once you become skilled enough. No doubt I do quite enjoy Ascent for what it is, seeing as it isn't exactly a very long game for those who are accustomed to hard challenges, seeing as there are only five sections of the game in total with a 'conclusion' sixth section for those who do reach the top, so it may prove a tad disappointing for those who will have wanted something more like myself but this may not be an issue for more casual gamers or for those looking for a shorter experience. As far as complaints against the game itself go, asides from the one mentioned above, I would say that the achievements themselves are a little odd as there exists five achievements dedicated to how many times you have beaten Ascent, in which it goes from 1 win to 2 then to 10 but jumps to a ridiculous 50 and then onwards to an outrageous 100 as the final achievement, perhaps a more fair balance would have been to reduce the fourth 'Master' achievement down to 25 so as to scale it properly. (Similarly, the two achievements for falling down a most notorious gap right near the end should've had a third 'intermediary' achievement for falling 10 times to help balance things properly, also a fourth speedrun achievement aiming for under 10 minutes would encourage even more playthroughs and perhaps encourage the insane winning grind somewhat!) Still, Ascent is a pretty good game for those seeking to find a fairly difficult platforming game with unique gameplay mechanics thrown in that sets itself apart from the usual platforming tropes and whatnot, so I would recommend it on the basis that it was enjoyable enough to play through several times and going from a not-the-best starting point of just under 3 hours to a pretty decent 9 minutes and 43 seconds at that! (No world record, by any stretch of the imagination, but I left the game feeling fairly satisfied with having overcome it, so it's a welcoming experience for those looking for a different kind of challenge) TLDR Version: • Great physics-based game that challenges you to scale up a mountain as a snowball with increasingly-difficult obstacles (+) • Ascent knows exactly what it sets out to do for it's gameplay as the design encourages the mastery of the snowball's momentum is key to making progress (+) • The sole character of the game, Snowbill, is a fairly welcome presence (if not perhaps lacking the witty 'edge' of Getting Over It's commentator) as it gives you both encouragement to push onwards and legitimately wise advice (+) • Achievements coupled with the shorter side of the game's map encourages repeated playthroughs for mastery of the game for those interested in speedrunning (+) • The simplicity of the graphics makes for a wonderful transition as you make progress into the higher parts of the 'mountain' (+) • Ascent's map is not overall large which, whilst not a problem for everyone, could prove problematic for some as it makes way for repetition far sooner without optional harder sections for an extra challenge (-) • The achievements for this game in relation to amounts won and how many times one has fallen down a most deep pit are not balanced fairly and could prove off-putting for long-term gameplay) (-) • No 'secrets' to be found or any extras unlocked for beating the game in specific amounts/within a certain amount of time to encourage more skilled game sessions in future (-) • Some may find the sheer focus on momentum-based physics to get around places to be too frustrating as the 'heavy' feeling of this game's platforming may very well not mix well for certain gamers (-)
화가 나도 귀여운 눈덩이의 얼굴을 보면 바로 힐링이 되기 때문에 웃으면서 아주 행복하게 할 수 있는 게임입니다. 2022년 했던 게임 중 플레이 하면서 가장 즐거웠던 게임이구 똥겜 절대 아닙니다. ㄹㅇㄹㅇㄹㅇㄹㅇㄹㅇ 갓겜입니다!! 여러분도 꼭 구매하셔서 해보시길 바랍니다 ^^
j
The control at the beginning feels really hard but once you get it, its pretty much the same till the end. The only thing that change is the obstacle but the way to do them is always the same. Map isn't that punishing but the nature of the game-play make it seems really long. Achievement are really really grindy, i don't think I've seen one other game where you have to finish it 100 time. + fail the final jump 50 time that bring you back to the beginning Tldr the experience was fun but the achievement grinding isnt. For more games like getting over it, follow my curator https://store.steampowered.com/curator/39271916-Getting-over-it-like/
♥♥♥♥
yeh
i fell ow
Foddian with questionable and imbalanced level design, each new area you get to have maybe one or two parts that are annoying and then long sections of just holding left or right. The character also feels extremely heavy and sluggish to play with, and at multiple separate the character got stuck under a moving object with no way to actually continue moving forward other than to restart the game. The achievements are also laughable and don't respect the players' time. No one wants to play the game 150 times and this type of achievement is lazy, uninspired, and annoying. There are much better foddians out there.
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Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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