
Jump your way to get the blue diamonds as you try to survive a very annoying banana monologue! A REALLY HARD game!
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Languages: English**languages with full audio support
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Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
"Banana Hell" ist ein 2D-Indie-Hardcore-Plattformer. Wir sind Banana Man. Ein Typ mit Bananenkörper und -kopf, aber mit menschlichen Extremitäten. Unsere Beine würden allerdings auch mal eine Epilation vertragen würden, so haarig wie unsere Beine sind. Ziel ist es, in jedem Level hoch bis zum blauen Kristall zu gelangen. Das ist allerdings nicht so einfach, denn natürlich gibt es, neben zahlreichen Abgründen, auch Gegner, die uns wieder nach unten stürzen lassen. Gottseidank sterben wir dadurch nicht, verlieren aber durch das Fallen stets schon gemachten Fortschritt. Das Ganze nimmt sich offensichtlich nicht sehr ernst. Musikalisch werden wir durch eine Abwandlung des "Banana Boat Songs" von Harry Belafonte begrüßt und unser Hauptcharakter zeichnet sich dadurch aus, ständig dumme Kommentare abzugeben. Mechanisch ist das Alles sehr konventionell, ja fast schon rudimentär. Und es wäre einer von hunderten Standard-Plattformern, wenn das Gameplay nicht so frustrierend schwer wäre. Dummerweise liegt das aber nicht daran, daß die Level extrem herausfordernd gebaut wären, sondern daran, daß sich unsere Spielfigur derart behäbig und unpräzise steuert, daß wir dadurch immer wieder scheitern. Und das führt dann beim Spieler nicht zu Ansporn, sondern nur zu Frust. Etwas, dessen sich das Spiel offenbar sehr bewußt ist, heißt doch die erste Gegend "Forest of Frustration". Als Folge dieses Schwierigkeitsgrades gibt es nur fünf Level, die aber alle zu Frust führen werden. Man wird das Gefühl nicht los, daß die Entwickler keine gute Lösung für die Steuerung gefunden haben und dann einfach behauptet haben: "das soll so. Wir machens son bißchen ironisch und müssen dann nicht mal noch weitere Level bauen". Denn für Levelbau haben die Entwickler offenkundig wenig Talent. Und auch die Gegner sind erschreckend konventionell. Kreativ ist daran gar nichts. Die Grafik zumindest ist einigermaßen stimmungsvoll, wenn man mal genau hinschaut aber auch reichlich häßlich. Musik und Sound können die Schwächen des Spiels nicht übertünchen. [h1]Wertung:[/h1] 5/10 Atmosphäre 4/10 Story 5/10 Grafik 6/10 Sound 4/10 Spielmechanik 2/10 Balancing 4/10 Spielspass [h1]Fazit:[/h1] Alles Banane. [h1][b]4/10 Gesamtwertung
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Modeled estimate over time, reconstructed from Steam's monthly review histogram.
Hours played at review time, across 40 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Just nail the jumps. Just nail the jumps, dead perfect.
Жанр: платформер на точность с механикой «упал - начинай с начала уровня». Сюжет: отсутствует. Играешь за банан с волосатыми ногами, который материт игрока и орет при столкновении с врагами. Враги – разные насекомые, которые сталкивают с платформ. Геймплей: нужно просто прыгать и иногда приседать. Звучит несложно, но цена ошибки довольно высокая, поэтому приходится учить уровень, аккуратно продвигаться вперед и повторять одно и то же часами. Думаю, для опытных игроков в сложные платформеры будет легко, для большинства игроков – сложно. Оформление: минимальное. Очень бесило, что некоторые враги полупрозначные, и их ничерта не видно. Что до звуков, я их быстро оффнула и проходила под свою музыку. Общие впечатления: бессмысленная и беспощадная игра, которую я прошла на чистом упрямстве. https://youtu.be/YGBiiB6NhMA
Zręcznościowa gra na tyle wymagająca, że po jej ukończeniu nawet sami twórcy kpią z faktu, że traciłeś czas i nerwy na takie wyzwanie. Nie żebym ukończył. Jeżeli ktoś lubi takie wyzwania to polecam. [code]Czasami zdarzy mi się napisać pełnoprawną recenzję. Znajdują się one na prowadzonym przeze mnie Kuratorze. Poprzez kliknięcie "OBSERWUJ", możesz tam obserwować moją działalność recenzencką, co dodatkowo motywuje mnie do pisania. [url=https://store.steampowered.com/curator/34224210/]☛ Kliknij tutaj, aby zerknąć! ☚[/url][/code] [code]A jeżeli szukasz kompanów do wspólnej gry, to zapraszam na Discord grupy gamingowej, którą czynnie prowadzę od 2013r. - [b][EJEM][/b] https://discord.gg/E3pjVwz3u7]
Banana Hell is one of those games that seems innocent on the surface—a cheerful banana protagonist, bright colors, and simple controls—but quickly reveals itself to be a relentless gauntlet designed to test the limits of your patience. At its core, the game is a vertical platforming trial where every jump carries real consequences. You guide a tie-wearing banana through a series of precarious ledges, moving ever upward while knowing that a single misstep can undo minutes, sometimes tens of minutes, of careful progress. The premise is simple, almost deceptively so, but that simplicity is precisely what makes each jump land with weight. Nothing hides behind elaborate mechanics or flashy abilities; you win or lose based purely on timing, spacing, and emotional endurance. The movement in Banana Hell is intentionally unforgiving. Your banana avatar runs, jumps, and ducks, but the responsiveness demands near-perfect precision. One pixel too far, one mistimed tap, or one moment of overconfidence can send you plummeting back to the beginning or to a much lower checkpoint. The design leans fully into the “rage game” tradition, prioritizing difficulty curves that spike without warning and platform arrangements that require memorization born of repeated failure. Rather than teaching mechanics gradually, the game seems eager to punish experimentation, often feeling like a long series of trials that must be endured rather than mastered. It’s a test of stubbornness as much as skill, pushing you to become familiar with every ledge and hazard through sheer repetition. Adding to the chaos is the game’s eccentric personality. Your banana hero doesn’t stay quiet—he comments, jokes, taunts, and blurts out random phrases throughout the climb. These quips are meant to lighten the mood, but they often feel deliberately distracting, as if the game itself is mocking your attempts to stay calm and focused. The absurdity of the character—a banana cracking jokes while repeatedly plummeting into pit after pit—creates an odd tonal blend of slapstick comedy and controller-threatening frustration. For some players, this humor softens the sting of failure; for others, it amplifies it, becoming another obstacle to tune out while attempting another climb. Visually, the game sticks to a clean, cartoonish style that reinforces the surreal nature of its premise. The environments are built from bright, simple shapes, which makes them readable even when the platforming becomes intense. The clarity helps in a game where every millimeter matters, but the level layouts themselves lean heavily on sameness, often repeating similar structures that make long sessions blur together. The soundtrack is energetic and repetitive, driving the tempo of your climbs but occasionally grinding on the nerves during prolonged failure streaks. Audio cues do their part to telegraph jumps and landings, though the soundscape is more functional than atmospheric. The structure of the game is surprisingly concise. With only a handful of levels, Banana Hell focuses on depth through difficulty rather than breadth of content. Each stage is designed to feel like a monumental achievement, and completing even one often leaves you both exhausted and exhilarated. This limited scope means the experience is not padded—every challenge is meaningful—but it also means that once you’ve conquered the mountain, replay value comes mostly from attempting faster runs or simply proving to yourself that you can endure the punishment again. For some, the intensity of each climb is enough to justify revisiting the game; for others, the lack of variety makes it a short, memorable, but ultimately one-time ordeal. What stands out most about Banana Hell is how confidently it embraces its own identity. It isn’t trying to be approachable, fair, or polished in the way most modern platformers aim to be. Instead, it revels in chaotic difficulty, eccentric humor, and the raw satisfaction that comes from overcoming something deliberately antagonistic. The frustration is the point, and the game rarely hides this. For players drawn to tough, precision-based platformers—where every minor triumph feels like a monumental victory—it delivers exactly what it promises. For anyone else, it may feel less like a game and more like a prolonged exercise in patience. In the end, Banana Hell is a compact but potent challenge that blends precision platforming with offbeat humor and a gleefully punishing design philosophy. It will make you laugh, curse, repeat the same jumps dozens of times, and perhaps even question why you’re still trying. Yet when you finally conquer a section that previously seemed impossible, the sense of achievement hits with surprising force. It’s a game that demands resilience and rewards stubbornness—a chaotic climb that is equal parts maddening and strangely satisfying. Rating: 6/10
[table] [tr] [th]0 / 10[/th] [h1][i] "Не лезь блть, деил. Она тебя сожрет" [/i][/h1] [/tr] [/table]
-10/10 孩子们,我还在赤石。 首先,这祖安大黄蕉太不文明了;其次,我觉得Joy Division和Nickelback不应该放一起比
pls dont play it. i just played it for darius dunkmaster skin
I now hate bananas
Забавный платформер с мужиком-бананом и вредными жуками. Можно включить и отключить прикольные фразы Бананы Джонсона которые он проговаривает в течение прохождения. Для каких нибудь стримеров игра идеально впишется
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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