
blue. is the part puzzle game, part visual novel, story of a young cubie growing up in a colorful mined out world of gems. Play as Violet through their adolescence, meet their friends and family and learn about the Cubie world. And most of all learn when it takes to succeed in this underground place.
Revenue comes from in-game items and microtransactions, which our price-based model doesn't estimate. Copies below reflect the player base, not paid sales.
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Languages: English
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Reviews
Themes across 45 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
This game is an important step for games about transgender people. It's heartbreaking at times because you know that the creator has had some of these exact conversations, and that also makes this an incredibly brave project to undertake. Changing up the controls from level to level just as you get used to them is a great metaphor for how it feels to not be comfortable in your own body for someone who has never experienced that (though not nearly anywhere on the same level). You don't like how the controls work? The game doesn't make you feel good and warm inside and maybe even frustrates you? Good. Most people won't get the meaning behind the game, and that's a bit sad. But you should pick it up, think about the meaning, and maybe try to feel some new feelings that aren't comfortable to you.
So... I played it. I got, what it is about. It was a little bit too 'on the nose'. And even though i understand, what the whole control-scheme-changing, hallway-navigating thing is about, i still feel like less might have been more. To whomever thinks about playing it: its literally short and, in some weird, cubie way kinda sweet. To the programmer: If you ever want to improve this, i would recommend some changes, to make the whole experience more friendly for the player: - the timeframe for text-on-screen should be improved, because while it felt like i had an hour of time to read "Yes.", i sometimes couldn't read the two-line-long dialogue parts fast enough and ended up without knowing the last few words. - maybe also put a little break in between what people say, to make it more obvious that the text actually changed. - maybe also make text skipable, for those moments when you're done reading it. - maybe also make the text disappear when the conversation is done, in order for the player to know that its time to slide on to new .. happenings. - and maybe don't blow your little cube-shaped experiment out of proportion with over-the-top fancy descriptions on the store page. It's not clever. Had i read those before playing (i didn't, because i like cubes!), i would've been severly disappointed. TLDR: ... play if you want, but its not something you can't have elsewhere. except when you only take your social commentary in rectangular shapes.
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Concurrent players on Steam, sampled daily since tracking started.
Hours played at review time, across 45 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Very diffucult to play such a simple game. The text is so slow to appear and cycle through, and you can't skip through it. The controls don't always work, so trying to move in the game is somtimes impossible. The story is very disjointed, almost adds nothing to the game. This is the kind of game you'd find on miniclip about 7-8 years ago, and skip because it is practically unplayable.
⠀
good game
Good intentions and message clouded by very poor gameplay, graphics, and UI. The game was incredibly hamfisted in its storytelling and the inability to advance dialogue at your own pace made the game boring. The game itself would look nice if there weren't 20 ugly lines running through the game which I imagine is from lack of experience in Unity. If the game world was smaller, the messed up controls would work much better, as it is a chore just to get from event to event. There are so many other ways to make a visual novel with this type of message, and this was probably one of the most mediocre I've seen.
"blue" is a hamfisted attempt to promote transgender awareness through the medium of a crap minimalist non-game that's been published on Steam by paying $100 USD. Pretending this is a game for a moment, it barely counts. It's a 2D retro pixel/minimalist adventure/puzzle/e-book where most of the gist of the game is thrown at you at a plodding, unskippable 1-line-per-minute pace. The gimmick to the "game" is that you're a pink square, and you really feel like you should be a blue square. This is presented with all the finesse of a locomotive being dropped on a daisy. On a technical basis, the game completely fails to meet any reasonable expectations for a modern PC game. Resolution isn't locked thanks to Unity, but at the same time changing the resolution doesn't actually change the resolution, it just scales the art assets (badly). Controls are locked, but that's deliberate as far as I could tell because the hamfisted "THIS IS ART" implementation requires that you move the opposite to the way that you should, which goes back to the clumsy messaging about not feeling the way that you're supposed to when suffering dysmorphia. At least I hope so, because otherwise the developers just got the controls wrong. Given how badly made this is, either is a perfectly valid explanation. This wasn't intended to be a game for gamers, instead the purpose of this "game" is to push forward/discuss specific social issues/social agenda. It's my firm opinion that video games are not the correct medium for this. It does not improve gaming at all, and offers nothing of value as an actual game for gamers. This is often done insincerely by some amateur developers in an attempt to gain popularity through controversy and being "woke", when they are unable to gain any popularity through creating video game works of actual quality and value for gamers. These kinds of badly made non-games that push social agenda are often harmful to the very specific social agenda that they promote, as the dismal quality of the game implementation makes for a very poor ambassador, and often comes across as hamfisted or even cringeworthy. It may even be harmful as armchair guidance from amateur game developers should never be used as a substitute for professional help for those that need it. Because this was not intended to be a game for gamers, because it barely qualifies as a game, because of the hamfisted and clumsy implementation, and because of the extremely poor quality of this, even for free, it's unrecommendable to serious gamers.
A few simple fixes would make this game much better - allow players to control when text changes. - show in some way what is the next thing to do (e.g. exclamation mark over the next cube who you interact with, maybe an arrow to show which direction to go when doing specific tasks like mining?) - maybe something on the side that says what the next task is (e.g. mine pink, go to commons, talk to x, etc) I was getting so confused about what the game wanted me to do next because the text moved too fast on big lines that I looked up a tutorial, only to tab back after failing to find one and saw that the game had started some dialog and I don't know how much I missed. So many times I'd go around the whole map multiple times and just be so confused because nothing was happening and I didn't know what to do, just for something I had done a few times previously to finally trigger the dialog. Even just locking you in the room where the dialog would happen would've saved me so much confusion. I liked the controls given the message, but other things just made it less "wrong" and more "I just want this game to be over already" My patience lasted given it's a short game, but I couldn't see many people actually getting to see the message at the end given how you end up traveling in circles until you trigger the next scene.
Kısmen bulmaca oyunu, kısmen görsel roman, mücevherlerle dolu renkli bir dünyada büyüyen genç bir küpün hikayesi. Ergenlik döneminde Violet olarak oynayın, arkadaşlarıyla ve aileleriyle tanışın ve Cubie dünyasını öğrenin. Ve hepsinden önemlisi, bu yeraltı dünyasında başarılı olmanın ne zaman gerekli olduğunu öğrenin.
This game was incredibly well intentioned, but extremely poorly executed. The message it's going for is a good one, but the controls make it near unplayable at points, and I seem to have gotten stuck at one point, with nothing I do being able to trigger the next scene. The dialogue advances far too slowly, and in general, the game is not worth the hassle of playing it. I want to like this game. Really, I do. But I just... Can't. I wish I could have played more of it. It had potential.
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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