
An open-world 2d platformer, Blessed Surface uses the side-scrolling perspective to create a deep, greatly vertical space with no sky, only endless passages upwards. A functioning ecosystem, equipment customization, dynamic encounters and more form a rich, living world.
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If you like creative, weird, or experimental games, give this a try. If you manage to last past the first boss, you'll find a wildly creative game with a lot of unique ideas and charm. Be warned though, if you require polish and consistency in your games you probably won't enjoy Blessed Surface. But if you can bear a little jank, there's a lot of fun to be had here. This game is really weird and really janky. Almost everything in the game is confusing when you first encounter it, and it's even kind of hard to figure out how to get out of the very first room in the game. For me, a big part of my enjoyment with the game is encountering new and strange things and experimenting with them to try and understand them. I've found food that turns all your projectiles into ghost monkeys, a monster heart that gives me wings and spawns homing crystal barriers, centipede monsters that you can ride on to get around quickly, and a lot more. There's so much here, and every time I launch the game I find something new, even in previously explored areas. The combat seems awkward and simple at first, but after you get used to it and make a good build it becomes very enjoyable. It's still awkward and janky, but the variety of enemy and weapon behaviours combine with the heart system and environments to create some really engaging and unique fights. The world is expansive and strange, with weird creatures and items scattered around many distinct areas. Very little is locked away in the traditional metroidvania sense (asides from literal locks that can be opened with common generic keys dropped by enemies) and you can go almost anywhere as long as you can figure out how to get there without dying to the local wildlife. In short, Blessed Surface is a strange and confusing gem. It's got a really rough start which I think contributes to its relatively low review score, but for all its roughness it has a lot of great qualities. I think it's a shame that this game which obviously has had so much love put into it has been so overlooked and so poorly rated by the few that did notice it. If you like weirdness and don't mind jank, give it a shot. You might play it for an hour and decide it's not for you, or, as in my case, you might find the most memorable game you've played in a while. As a side note, there seems to be a decent amount of content in the game as well. As of writing this review I've played 6.9 hours, and have only beaten 2 out of the 10 bosses. EDIT: I just "finished" the game (in that I got the ending, there's still quite a lot of unfinished business and unanswered questions which I am definitely going to spend a lot more time on) and wanted to edit my review slightly. I played the game in a weird order, where I explored as much as possible before beating bosses. This meant that I could beat the remaining 8 bosses in a pretty short time. I just wanted to add that so my review isn't misleading about how long it takes to get the ending. Even though I've gotten the ending, I plan to continue playing for a while. There are a lot of things I still don't understand about the game, and there are some puzzles I and to solve and side quests I want to complete. Overall, really great game. It doesn't deserve its current steam rating at all.
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Hours played at review time, across 32 reviews with recorded playtime.
Stop. Don't do it. Took me 13 minutes to refund. 1. You have to open your inventory in order to (move a cursor with a joystick) pick up and store items from the ground. Why? 2. Mobs don't die when their health reaches zero. ??? Im sure there's some hipster reason for both of these, but neither are intuitive so the reason doesn't matter.
It's adorable and has a lot of variety and amazingly comfy vibes. Not the most polished game, as you might have heard, but dang! It's coooool. More?
Ok so this game is good BUT (^hear me out) Yes the game is hard and brutal but thats the charm. Yes its not very well explained on tutorial wise or how to equip stuff. (if you have any type of brain or anything even remotely close to functioning gray matter it should be fairly fking obvious on what to do to equip ♥♥♥♥ but i digress) Yes it is coop all you have to do open overlay and join someones game or invite them. (^ bit fked right now players dont see each others monsters and it tends to get very fking annoying when you can do team damage but not help them with something when they really need it.) No it is not hand holding straight you could litterly skip the first boss and run to the last one if you can find key holders. Yes it is a good time if you enjoy platforming and dungeon crawling type game play. thats my review its fking 7:30 am and ive been up for 24 hours on writing this someone please kill me.
第二个场景连续报错6次 原因不明 总不能删除存档再重新体验一下初始教程关靶子一样的敌人和冗长的流程吧? 报错后失去所有装备会变成初始人物 初始的小黑人也并不能给予怪物最终一击 无法通过杀死怪物获取装备 在目前会报错的可能性下 不建议玩这款游戏
Eat the hearts of your enemies and claim their powers. Summon destruction and calamity to kill even the framerate. Bring along a pet that's probably useless. Like someone once said "With great power comes the ability to break the game". Alright it's been a while since I touched this game so it's not that fresh on my mind, but the fact that reviews stand on such a low number and a mixed at that yet I got quite few hours entertaining hours from it I feel I owe it something. So here goes. You wake up in a cell. A small tutorial teaches you how to get out of it. You probably get out by accident trying most things. You don't know a lot. The controls feels a little off compared to most games. You fight some enemies. You manage to kill them somehow too. It's not yet clear that in this game enemies won't die unless you use a finishing move on them after damaging them a bit. If you fail to get it you've probably closed the game already. It's not your fault. Alright you're still here. In the game. Maybe reading the review? Bah. Onward. You struggle forward. Finding some weapons or two. Even equipping them is a hassle. ♥♥♥♥. Not a good look, but you're still here. Within the first hour you find the first boss of the game. It feels impossible. You try again. You get better. It feels like the thing is supposed to die already, but unless you managed to learn that you truly need to use a finishing move to kill an enemy this is where you probably bail out. Yet you're still here. By some luck of the straw you managed to find an efficient feeling enemy ability from eating an enemy heart. Something that feels like one of those anime moves where you draw your weapon, step forward, strike them before they can react and they are already dead. It does triple damage and works as a finishing move. And with this you manage to beat the first boss. It feels pretty good yet you're still not convinced. You still decide to stick around at least until the next boss. You find some more weapons. Some more enemy hearts/abilities. Some work better than others. Nevertheless it seems interesting to find them to find out which work the best for you to find the best combination. This is the point the game has hooked you. You need to see all the enemies, npcs, bosses, events, weapons, pets, secrets, but I think the most important and most fun one was the combination of enemy abilities I could find and use. Some of them could be useless and yet some could be almost broken in some combination. The fun part began as you started to break the game with those abilities. So lets face it. The most fun part in this game is the ability to break it. Because unless you learn to do it you probably left already. The second most appealing part is seeing all it has to offer in the sandbox system it has created. Let me put it this way. There is random* spawn at play here. Each map part has a few monsters, npcs, events that are not always there. Some might be too rare for their own good too, but those random spawns also give you tools to work with your character building. Enemies don't always drop their hearts that can be used to gain their abilities either. So lets say a really rare monster spawns, yet you don't get their heart to drop to see what their ability might be? How frustrating.. Maybe next time. It's a rough yet mysterious ride here. Looking at the update calendar this game has it feels the developer has given it their all before they had to move on. It's hard to love for sure given the clumsy controls, unexplained and unbalanced nature of the game, but I fell for it anyway. Even started to catalogue some events and things I didn't find on the fanguides and that's a first time for me. I probably didn't do a good job explaining most things you do in the game or all the problem that could be fixed, but if it's in your nature, are you not interested in seeing them yourself and what the game has to offer? Just be prepared to break it. Is the game a good one if you need to break it to even survive forward? Probably not. Yet it might be a fun one still.
+1
UPDATE: As I mentioned, I did want to keep playing this game, because I suspected there was a really unique and interesting developer work put into this game. After spending more time, I found a few solutions to the below issues. I'll censor them under each complaint/confusion so that others can experience the game as it is if they don't want help. For those who want to understand the game even just a little bit better, hopefully some of the below will help you. _____________________________ Original Review with Comments: I'm going to recommend this game because I really want to like it and will likely keep playing it. However, I have some major complaints which are not unique to my own experience, if the other reviews are taken into account. 1) There's no explanation of controls. While I understand trying out random things to figure out how the game works can be a part of the "character" of the game, I feel like even when the game tries to tell you something, it does so in the most obtuse, easy-to-miss way. [spoiler]Actually, if you are using a keyboard, the controls are available by pressing ESC; on a controller, I believe this is the Start or the Select buttons. I could be incorrect. This is a where you can change keybinds too, which I found especially helpful for the kb+mouse shield blocking. [/spoiler] 2) The inventory is a pain. It's entirely transparent, except for cell-like outlines. As a result, I often cannot tell if I have anything equipped on my "corpse" or if that's just my outfit displaying through the background. This could be solved by adding some opacity to the inventory. [spoiler]I am still a bit confused about this. I can equip different armours, which is totally neat and gives you a unique finisher move (which I had previously thought was tied to weapons rather than corpse armour). However, the item doesn't appear in the inventory, and I cannot take them off (for whatever reason). You can, however, equip a different item by simply placing it on your body; the old one will pop out again. [/spoiler] 3) Speaking of inventory, I found out that holding e is a great way to pick up items... Except sometimes it doesn't work. Further than that, hovering over the item in the inventory screen (click e) appears to do nothing. To remember what items did what, I have to drop the item, use the ENTER-based item description, and then put the item back in my bag. Letting the item description appear /on hover/ in the inventory and /in a box with clear, small text/ when you're standing on it, without the need to click enter, would be much preferred. [spoiler]While I do not have a huge solution for this -- the inventory system is still a bit enigmatic for me -- I have discovered that the items which you cannot pick up by holding E (or left shoulder button for controller), you can open the inventory, then use the mouse/right analog stick to pick the item up and place it in a storage spot.[/spoiler] 4) I've yet to figure out the whole red swirling portal thing. I found a second one, but it zoomed me back to the beginning, which is less than helpful without some sort of explanation. I thought it was a nascent checkpoint or item-saving mechanic, but I couldn't teleport /from/ the first one /back to/ the second one. So, I'm not sure what the purpose is. [spoiler]From what I can tell, this is a design choice. It was mentioned in the game developer's social media, I believe. I can deal with this. It just didn't make sense to me at first. I might avoid portals until I'm a bit more familiar with the world.[/spoiler] 5) I just wish I could find some sense of continuity in terms of my character and how to develop him more as a threat. This may involve carefully killing minions until my weapons level up, but I'm not sure. When I die, I imagine I lose whatever bonuses (if they exist) that I receive from levelling up... if they exist. [spoiler]Okay, so this is kind of a big thing. When you kill a monster, it has the opportunity to release a heart. Eat it (hold E) and the next time you open your inventory, at the top of the screen will be a buff. Hover over it for the description. This buff lasts until the timer goes out. There's a really interesting and insightful description of why this system is in place if you check the developer's social media. Seriously. It's not an endless amount of information, and it does help both familiarize yourself with the game as well as get a feel for whom the developer is and their design choices. [/spoiler] 6) I received an error after about 15 minutes of playing. I will submit this to the developer in hopes that it can/will be fixed. [spoiler]I emailed the developer, who emailed me back the next day, apologized for any delay, and said he'd be fixing it. In the meantime, I just avoided killing pogostick cats to avoid the error. At a certain point, the error stopped, even when I did kill the pogo-cats.[/spoiler] 7) I am still not sure how enemy health works. I notice them kinda breaking apart like a pixel Monster Hunter style, but I'm still not sure how much health they have or when to do my finisher on them. Some seem to show hearts some don't. I imagine this is a sort of random chance, and the others just have that empty spot if they don't have the heart. [spoiler]I think you're supposed to sort of struggle with this until you've killed the monster a few times and recognize when it is needing the finisher move. It's a bit hard to tell, so if you're unsure, look for whether the monster has a heart inside of it, but also if it is... emitting hearts or red + from it. I cannot really remember which one, but that is your signal that you've done enough damage. [/spoiler] Despite the above complaints, which may sound really critical, but are simply meant to underscore features which are obtuse or unintentionally baffling, I do enjoy the game. I love its character. I love that the creator appears to have thought about providing some complexity in the amount/type of items one may discover. [spoiler]Obtaining your first new armour is VERY exciting! The game still needs a better inventory size/chest system, but I'll update later again if I find a solution.[/spoiler] This game is like a Terraria that is whackier and less refined... and emphasizes platformer game style way more. There's a lot of jumping involved. [spoiler]Usually, this isn't my cup-of-tea, but the Grom Wall was so silly that I definitely had to reach the top![/spoiler] If the developer is interested in reaching a farther audience without sacrificing a "learn-as-you-go" play style, a guide could be submitted in the forums which could explain the most basic ideas and concepts which weren't introduced in the introduction. I'm going to keep an eye on this game and hope to see further developments. This game could be very successful with some modification.
Easiest refund of my life. Clunky as ♥♥♥♥, unnecessary mechanics. Wait until it's further into dev cycle.
A strange, complex and challenging exploration-focused open-world platformer. Not exactly a metroidvania, but similar. It's like a crunchier Knytt, or a more complicated Rain World. Tutorial elements are minimal - a big part of gameplay is figuring out how everything works. I can see how that might not be to everyone's taste, but in my opinion, this is what makes it interesting. I can tell there's a lot of depth here. Might update this review once I get farther in.
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