
2D puzzle platforming adventure with a heavy story about life and psychology told without words.
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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 40 reviews with recorded playtime.
Reviews
Underrated! This game is brilliantly dark but with an overall positive outlook on life? Maybe? Regardless of that I love this game. A semi-simple to maneuver platformer with a surprisingly challenging twist on it. I am horrible at explaining things, just check this game out, it's pretty sublime.
[h1]Bullet points[/h1] [list] [*] Precision platformer with moderate puzzle platforming [*] Novel mouse-based control mechanics [*] Undertone storyline reflected in the levels' different art styles [/list] [h1]Full review[/h1] [b]Resetting expectations[/b] It's somewhat significant that I liked this game as much as I did, since it's got a few strikes against it in terms of what I personally tend to like. I don't usually like super-precise platformers, and I especially don't like games that demand razor-sharp execution and then don't hold up their end of the deal by providing razor-sharp controls. To be clear: the controls in Bliss don't appear to be buggy or poorly coded; I believe that they are responding exactly the way the developer intended, I just don't agree with his design decisions. :) But despite that, Bliss brings out enough platforming joy that it outweighs the controls. In fact, given the novel control mechanics it introduces, it's possible that the "floaty" jumps are a necessary evil (more explanation of that point later). And that's the difference between how I see it versus something like Super Meat Boy. As much as I can't stand to play Super Meat Boy, its controls are as tight as its gameplay and so it deserves its accolades; I don't like Super Meat Boy's gameplay, but I respect it. Bliss is the opposite: I can't respect the gameplay of a precision platformer where you float in the air like a balloon when you jump, and slip of the edges of platforms...but somehow I like it anyway. The game's just charming. [b]Mouse and keyboard...WTF?![/b] One thing that really threw me for a loop was the mouse and keyboard requirement; for a platformer, that just doesn't make sense. In fact, the first time I played this game I broke out AntiMicro and made a controller profile within 60 seconds of starting the first level. Now, normally I'd fully stand by that decision, but as it turns out with Bliss...it's not that simple. Turns out, there's a reason that all the reviews (that I read, anyway) that go on a tirade about requiring mouse and keyboard don't have that long of a play time and don't sound like they finished the game. I don't play that many platformers so maybe this is just new [i]to me[/i], but this is the most important part of Bliss, and what makes it not just any other indie platformer (at which point it'd still be a good game, but not what I'd call noteworthy). This is probably what's going to make or break the game for a given player, and I bet is the lion's share of what a lot of the reviews that say the gameplay is super frustrating are talking about (and believe me, I felt it too on quite a few occasions!). [i][The following paragraph contains minor spoilers, strictly about the nature of gameplay mechanics.][/i] The thing is, later in the game Bliss introduces a gameplay mechanic [spoiler]where you use the mouse to target things on the screen, independently of your avatar's platforming movement[/spoiler]. In fact, eventually you'll have to navigate situations [spoiler]where you'll be controlling your avatar's platforming with your keyboard hand, while simultaneously performing targeting actions with your mouse hand; it's like patting your head and rubbing your stomach at the same time[/spoiler]. Because of the above, I have to say I agree with the author; the game requires a mouse and keyboard to play, not based on whether the engine supports it or not but because of the gameplay itself. That's also one reason why I wonder if the floatiness of the platforming is actually advantageous; it gives your brain more time to process the additional stuff you have to deal with. If you really want to play with a controller (pro tip: don't) then you'll need something with dual analog sticks (or a Steam Controller) and a program like AntiMicro to handle the mappings. That's what I did the first time I played, and the game itself worked just fine with it...but eventually the controller became Not The Right Tool For The Job(tm). Unfortunately, I think I had a really bad time from then on, because I hadn't been building muscle memory for the "real" controls and thus I had a huge difficulty spike on top of the existing difficulty increase of the game itself in the later levels where this really became an issue. [b]And it's also a puzzle platformer[/b] While the vast majority of the levels/bosses in the game require moderate to high precision platforming (with a few moments requiring extreme precision), it's not just about the action; the gameplay is broken up into "scenes" (most of which are a single screen, but not always) which usually require some amount of puzzle-solving. For the most part, the puzzle level is pretty low, but there were a few scenes that left me scratching my head for a bit. All in all, though, Bliss stands a lot stronger on its action than its puzzles. [b]A side note about reported play time[/b] On a side note, you may see that Steam shows 8.8 hours played at the time of this review, while my metadata at the bottom says I've only played 6 hours. This is because I played a while a long time ago and got a bit frustrated and left it. In the interim, my hard drive crashed and I lost my save game; I played through the whole game from the beginning today and that's where the 6 hour figure comes from; it actually took 5.3 hours (I can tell because that's my "last two weeks" play time), and then I rounded up to 6 to account for the time I didn't spend figuring out puzzles this time because I remembered the solutions from my previous (partial) play-through. [h1]If you like this game, check out...[/h1] [list] [*] [url=http://store.steampowered.com/tag/en/Puzzle-Platformer]Tag: Puzzle Platformer[/url] [/list] [h1]Review metadata[/h1] [table] [tr] [th]Date of update[/th] [th]Time played[/th] [th]How far in base game (estimate)?[/th] [th]Cost[/th] [th]Cost per hour[/th] [th]Notes[/th] [/tr][tr] [td]2016-06-19 21:54[/td] [td]6 hours[/td] [td]Campaign 100% complete, no "challenge boss fights"[/td] [td]$4.99 USD[/td] [td]$0.83 USD[/td] [td]Initial review[/td] [/tr] [/table]
The levels and puzzle-platforming of the game? Good. The boss fights? Abysmal. It balances out into a just-barely positive review, but dear god are those boss fights bad. The first one's okay, at least, the second one is short enough to be forgiveable, but the third is tedious as hell and the fourth has literal RNG. The level design is mostly a series of action puzzles, figuring out the best way to kill all the enemies on the screen, and they're pretty neat, each world has its own gimmick and the entire game allows you to time stop, plus there's a boomerang introduced in the second world which adds to the fun. I did quite enjoy the bulk of this game, none of the puzzles were too tough and they all have a pretty reasonable execution factor to them. No complaints here. But those bosses. Just. Why. The challenge bosses are even worse, mostly just adding spikes or extra enemies to the arena to make the tedious bosses more tedious. The third challenge boss especially is just complete trash. So if you want a pretty neat puzzle platformer marred by awful boss design, this one's for you I guess. I don't regret playing it or anything though, but it's probably not worth its asking price and it's not anything too special.
Son seul défaut et de ne pouvoir être joué en plein écran. Sinon, c'est vraiment un très bon jeu. Très joli, très facile a controler, les difficultés sont toujours surmontables sans trop forcer mais sans être trop facile non plus. C'est vraiment un jeu très sympa.
Tags: Platformer Additional Tags: Delete Local Content & Remove from Library TLDR: Lacks basic features, feels like a tablet port, insanely repetitive and unrewarding level design full of padding. No Xbox360 pad support out of box. Outstanding Issues: +No Main Menu +No Xbox360 pad detection and support +Colors were overly brightened, I have seen this done for phone games to make them pop out of the tiny screens +Game seems to have no indirect storytelling, you are a holllow in a candy/toy world chasing a shape of something and destroying masks. Perhaps this improves over time but I doubt it and the tediousness of the game deters me to find out +Game heavilly resuses the same assets over and over and takes too long to introduce new locations making the experience feel even thinner Gameplay: Jump on falling and rises toy cubes, destroy hollow masks while using the timestop feature. Game constantly feels like padding, repeating the same kind of challenge over and over, just with increasing sense of tedium. Also hints at a possible mobile offering where padding is seen as a positive to extend the value as a mindless timewaster Music was just a small piano track looping around. Very minimal sound design otherwise.
시간을 다루는 소년 이야기. 한 소년이 있습니다. 검은색 일체의 이상한 옷을 입은 소년. 가로등으로 향하자 갑자기 세계가 변합니다. 게임은 간단합니다. 소년을 조종하여 맵의 끝으로 가고, 이상한 검은 머리를 밟아 없앤 뒤 문을 통과하면 끝. 소년은 시계를 다룰 수 있게 되면서 세계를 정지시킬 수 있습니다. 이를 이용해서 한번에 검은 머리를 없애거나, 지나가는 블럭을 멈춰 밟고 나아갈 수 있죠. 그러던 중, 또다른 소년이 보이고 쫓아갑니다. 스토리가 진행되면서 잊고있던 이야기를 감상할 수 있죠.
(SPOILERS) It's a musical/visual representation of the 5 stages of grief. The screenshots basically summarize the entire game, save for the frustrating gameplay. Basic platforming controls (walk, jump) with one puzzle type and no added features. Listen to the soundtrack on Soundcloud because it's actually pretty good, but don't bother playing the game.
Production value is pretty low, but the game is charming and it's cheap.
Good concept, great soundtrack. Puzzles are either laughably easy or incredibly difficult, not really any middle ground. Alright pacing for introducing new methods and objects. But holy s---, the controls are [i]ATROCIOUS[/i]. Even after figuring out the puzzle, I'll often need 5-10 tries just to get it right, because the controls are so terrible. It makes the game much more frustrating than it needs to be. Also, the butterfly lighting up the screen in the Denial stages? Good on paper, horrible in action. Jesus ♥♥♥♥♥♥♥ christ I hate it.
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