
Astronite is a 1bit metroidvania that combines action, exploration, puzzles and platforms. Recover the planet where you and yours lived before it was invaded by strange creatures.
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About








Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Spanish - Spain, French, Italian, German, Simplified Chinese, Traditional Chinese, Korean, Japanese, Portuguese - Portugal, Catalan
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
The dialogue and writing in general is so incredibly bad, unnecessary and distracting. Why does a giant walking wall without a mouth even talk? Trying to platform through swamped underground was so painfully tedious and slow I just ragequit. It's extremely unfun
下+Aを押下した瞬間、まるで現実かのような重力加速度をともない猛スピードで落下していく自機に「このゲーム、探索アクションゲームの基礎ができてないかもな」という直感を覚えたとき。損切りしておくべきだったと思います。 回復アイテムを一切落とさない雑魚敵。 5時間程度の短いプレイタイムにもかかわらず、全ての装備を剥ぎ取られるストレス展開を2回にわたり繰り出してくる無神経さ。 死ぬと金を全額ロストするソウルライクシステムと、ファストトラベルの利用に金を要求される謎システムのアンチシナジー。 ある程度進行すると雑魚敵のHPを雑に2倍化してプレイ時間の引き延ばしを図ってくる。 小さいものから大きいものまで、最初から最後までただただ不快感が積み重なっていく。 全編を貫いているのは、キャラクター強化の快感を潰すことに対する制作者の固執。 あまりにもいまどきのメトロイドヴァニアからかけ離れている。 重度のマゾヒストにしかお勧めしません。
システム的にはメトロイドによってるメトロイドヴァニアです。 高難易度でマップが短めなスタイル。 ヴァニアのノリでやると痛い目をみるので気を付けましょう。 ダクソ系好きな人にはおすすめ! 〇なぜ高難易度だとおもったか。 探索中は主人公の体力が4から5くらいで探索している時間が長いです。 そして敵の攻撃はすべて1ダメージ。 しかし敵の攻撃でヒットバックして穴に落ちたり、棘に落ちたりすると2ダメ以上もらうこともたくさんあります。 で、敵の配置がいやらしいです。 ジャンプで飛んだ足場の頭上には弾を撃つ敵、足場の周りを雑魚がくるくる回ってるなんて日常茶飯事です。 そこに突進系の空飛ぶ敵もいます。 探索に結構慣れてきて、何回も通っている道でも、ワンミスからパタパタっとダメージをもらってお陀仏なんて普通です。 HP回復?エスト瓶? そんなぬるいものはありません。 次のセーブポイントを目指してください。 それ以外に体力を回復する方法は闘技場以外ではありません。 そして… [spoiler]操作にも慣れてきて、楽しくなってきた序盤の終わりくらいに、突然ラスボスがちょっと意地悪するわ。とか言い出して、すべての雑魚キャラの耐久力が2倍(多分)になります。 まじかよ…と思いました。 [/spoiler] そんなゲームですが、私は割と楽しめました。 ここまででやってみようかな!と思った方に私からの失敗体験を… 〇失敗 いきなりダークソウルの話になります。 攻略情報を見ないでゲームを始めた私は、ここからいろんなところに行けるぜみたいなスタート的なところについたあと、次にいけるのが墓地だ!と勘違いして墓地に突撃していました。 すっげー敵は固いし、ワンコンボでこちらも死ぬし、「すげぇ!さすが高難易度といわれるだけあるぜ!」 と思いながら突撃を繰り返しました…。 完全に道が間違っていましたね。 このゲームも最初にあったNPCに海底洞窟(だったっけ?)は気を付けていくんだよ。と言われたので、よし!海底洞窟が順路なんだな!と思い突撃して…以下同文 難しくね?と思ったら進む道が間違っていないかほかの道も探索しましょう。 その先には装備のアップグレードがあります。 取りましょう。 全然道中の難易度が変わってきます。 私はなぜここを見過ごす!?ってところにあるチャージショットを取らなかったせいでラスボス前まで装備のレベルが最大5中の3レベルでした。 正直きつかったです。 そんな苦行をやる人がいないようにここに文章を残します。 幸いなのかどうかわかりませんが、全般的にボスは弱めです。何回か死んでパターンを覚えればそんなに苦労はしないと思います。 あとは [spoiler]最後のボスに行く前に。主人公たちが「何か忘れてる気がする…」みたいなことを言いますが、なにも忘れていません。そのままラスボスに行ってください。 なんであんな会話入れとくのか… (ラスボス前のある箇所を通ると1回じゃなく何回もその会話が出てくる。必死に取り残しを探しちゃいました…) でも普通にグッドっぽいエンディングになったからなにも忘れてはいませんでした。 [/spoiler]
pretty long, pretty challenging, OST is ok, various bosses, story is good, talking bird gets possessed, 8/10
Had a lot of fun playing this game! I loved seeing all of the influences/references and how it was worked into the gameplay and world. The character movement felt really nice to me overall, and I thought the combat was fun and challenging with a steady learning curve that prevented things from getting stale. The health system can be a bit punishing at times, especially with no health drops, but it never felt unfair to me. The 1-bit style was super cute and it was really cool to see how each area was differentiated with such minimal design. The only major criticism I have is that the game froze a handful of times during my playthrough, requiring a hard restart, but it never set me back a large amount at any point.
Clunky, overly punishing game that feels difficult for the sake of being difficult. The controls are somehow both clunky and over-responsive. Holding a charge shot locks you out of dashing, firing a charge shot hits you with recoil which also locks you out of dashing for a shot time. As a result, movement through the world always feels taxing and sloggish. The upgrades you get are miniscule, inconsequential charge time reductions for dashing and boosting. The game features only ambient music for 99% of it. There is only music for the bosses, and it still isnt much to write home about. The sound effects range from OK to godawful. Whoever decided to make a teleporter a permanently-ringing phone really hates the players of this game. The area-gating is almost exclusively done via doors. Locked doors, block doors, magic doors, doors with a symbol on them. I've beaten the game and still have no idea what tools I would need to get through most of these doors, and the lackluster upgrades do not compel me to want to try so I can go and beat the final boss a second time. I can trapse the entire map several times over again for a 0.1ms reduction in my jetpack recharge? Gimme a break. The game actually never gives you any indication of where to go next, exacerbated by the poor map functionality this means basically retracing the entire map at least once or twice every time you make a bit of progress. The map feels somehow less functional than the original metroid map. Most points of interest (like all these DOORS) are not marked, and you cannot mark the map yourself. Save / healing points are few and far between. Monetary rewards are punctuated on both sides by difficult platforming areas. If you die, you will lose all or most of your money until you get back to the same place again. If you die trying to get back to where you were (1 or two small mistakes away), you will lose all the money forever. iframes when you get hit are almost nonexistent, so taking a hit on a platforming section usually means taking 2-3 hits (you have 4 max hp most of the game so this is just crazy). The platforming sections beg for you to use skill and coordination to clear them, but if you TRY, you will die. You eventually figure out the intended method mostly seems to just involve standing still, jump-dashing and then falling directly down. The game is falsely advertised as 1-bit despite the use of a 3-colour pallette, which would make the game 2-bit. The only point I felt rewarded for my efforts was on beating the last boss, because I could finally be done with this game. The devs seemed to just want to make a pixel-art metroidvania without any consideration as to what makes a metroidvania good, or fun to play. Play a decent metroidvania instead like Hollow Knight, Chasm or Castle In the Darkness. I will probably look back on this game fondly in a few years, or recommend it to someone I really want to make irritated for 5-6 hours. But it's just so asinine and does not respect the players time or ability.
I wouldn't be so harsh on things like kind of unreliable movement or difficult parkour segments, these are design decisions that I understand won't work for anyone but they work for me. The game is pretty short on its own so these retro challenges have their place in extending playtime. However there are also design choices that I completely can't get. Like a souls-like leaving currency after death thing combined with these hard parkour screens which leads to very frustrating moments in the early game when you save up to 1000 souls but then lose them because of unpredictable enemy movement or something. On the other hand in the late game, when that fighting arena opens up, you basically get access to unlimited money source because you can recover lost souls without entering the colosseum. Idk, overall Astronite feels like kind of a unpolished game but it's far from being the worst metroidvania out there lol
Un gran metroidvania, eso si es bastante simple y pequeño, tanto que me tomó poco mas de 8 horas completarlo al 100%, pero no quiere decir que sea un mal juego ni nada por el estilo, es bastante difícil sobre todo en las secciones de plataformeo y en el torneo que logró sacarme de quicio alguna vez, aun que su dificultad se nota balanceada en general. el estilo gráfico me recuerda a gato roboto y eso solo son buenas cosas, las mejoras del traje están bastante bien aprovechadas y distribuidas, incluso su historia es suficientemente entretenida como para no saltar los diálogos, eso si, no lo veo rejugable en primera instancia al menos. En definitiva es un muy buen juego que garantiza unas cuantas horas de diversión.
Astronite è un gioco pieno di scelte di design discutibili a livello di gameplay, difficoltà artificiosamente alta e effetti sonori altalenanti. Ma... si vede che è fatto con il cuore: la grafica è splendida, è curato in tanti piccoli dettagli, è ricco di segreti e citazioni. Mi ha divertito e lo consiglio, ma solo se siete dell'idea di poter accettare qualche sbavatura di troppo.
So stupidly difficult is laughable I still play it. Do not play this torture of a game.
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