
Butterflies is a video game about inline skating and graffiti. Apparently some people did that before, but they don't seem like they'll be doing it anymore.
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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English*, French*languages with full audio support
Engagement
Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
I like this game a lot (I mean hell I have all the 100% achievements), but I also agree with some of the things the negative reviews bring up. I've wanted to write a review for this trilogy for years but I have so much to say, so I chaptered it by episode and aspect. It'll be quite long, so brace yourself. I put a TL;DR at the end. I'll cut the dev some slack for the release format; publishing can be convoluted if it's your first time. Making episode 1 free was definitely the right call though, props for that. [h1]EPISODE 1 - RUDIES[/h1] [h3]Graphics[/h3] One of my favourite things about the game. I really adore the chicken-scratch on the textures, makes it feel like interactive amateur graffiti. This might be an unpopular opinion but I also love how hopeless and gritty it looks. I see plenty of Jet Set Radio inspired games dead focused on looking techy and futuristic so it's refreshing to see something with more identity. [h3]Music[/h3] Sort of mixed on it, since a lot of tracks were a bit derivative of tracks made by Hideki Naganuma or Richard Jacques in his Jet Set Radio era. But the highs were great. De Lovehazard is probably my favourite. [h3]Gameplay[/h3] This is something that's clearly divisive, but in my opinion it feels pretty nice, especially for a dev's first game. You definitely have to be in the right state of mind for it, and it can be difficult for a first time player, but you're in rollerblades so I think it works just fine. It gives you a fairly open area to test your skills, along with a downhill ramp that lets you pick up some speed to give you a quick thrill and demonstrate how fast you'll be going. Air tricks making you go faster in the direction your camera is pointing is an odd choice, but not one I'm against by any means. The score system is fairly shallow, but the game makes up for it with its abundance of movement-based missions of varying difficulty. Graffiti spraying is a nice blend between simple and involved, and making bigger tags is totally optional. I do wish there was some sort of motivation for doing so, though... [h3]Sound Design[/h3] It's pretty good. The soundscapes are nice, the wind sound when you go fast sells the speed pretty well, the rollerblade sounds are satisfying and punchy, and the UI sounds are cute. Voice acting is about what you'd expect from a project of this scale. My only gripes are that the footstep sounds still play when the police are standing still, the turret sounds get very annoying after a while, and the wooshes that play when a character does an air trick are a little dry and bassy. This applies to all episodes so this is the only time I'll mention sound design. [h3]Overall[/h3] A nice episode, with a couple of drawbacks I can ignore. 6/10 [h1]EPISODE 2 - GETTING UP[/h1] Not much to say about this one because of how similar it is to Rudies so I'll keep it brief. [h3]Graphics[/h3] Pretty much the same as Rudies, but it looks brighter, like it's noon instead of sunrise. [h3]Music[/h3] A step up for me. I especially loved the more ambient tracks by Luce. There were still derivatives for sure, but not as egregious for me personally as in the first episode. [h3]Map design[/h3] Easily the best. There's a lot to do, it's very open, and it feels rich and lived in. [h3]Gameplay[/h3] Pretty much identical to Rudies, but it does feel somewhat better and I can't pinpoint why. It could just be the map design being a lot more open and experimental. Missions are about on par with Rudies, but there are so many to do with so much variety that I very rarely get bored. This episode is so much fun. [h3]Overall[/h3] My favourite episode. Butterflies at its best. I hope it continues in this direction. 7/10 [h1]EPISODE 3 - WELCOME TO THE JUNGLE[/h1] Oh... [h3]Graphics[/h3] Starting off positive: I dig the UI in this one. I thought the old ones looked fine, but the extra line patterns really do it for me. I love a game with nice looking stylish UI. The title screen also got an insane glow up, it kicks so much ass. Everything else, not so much. The chicken-scratch textures are practically gone, and instead replaced with these tile patterns that look... quite ugly. A lot of them look like preset Photoshop fill patterns, and when I first saw trailer footage I thought they were placeholders. I don't think they'd be as bad if their lines weren't jet black and instead a darker version of their fill colour, but I dunno. I miss the scratchy look of Rudies and Getting Up. Some of the shading is also really strange, a lot of the buildings have this soft shading when their edges are supposed to be sharp and I'm not sure whether it was intentional or not. I don't have an issue with it looking muddy and murky since it works in the game's favour. The city ain't exactly a utopian paradise lol. [h3]Music[/h3] I'm in a band with two of the people who made the music on this one so I might be a bit biased, but this one had the best music for me. Matches the energy of the city and the speeds you travel extremely well, and is one of the main motivators for me. Unfortunately, this is also where the derivatives are at their worst. International is just Concept of Love, and Hip x Cool (More Hip, 2 Cool Mix) is poundland Rock It On DS Mix. I don't want to be so harsh on Sashko in particular, it's just frustrating because I know he can make fantastic original tracks when he does. [h3]Map design[/h3] Mixed, but leaning towards positive. Some of it's a lot of fun, like the streets, balconies and train tracks, along with the visually interesting bus terminal, but some places like the market lane are cramped and suffocating, not great for rollerblading in. I assume that's by design, so I can forgive it. The reliance on climbing buildings was irritating, especially considering that one graffiti spot. You know, THAT one. [h3]Gameplay[/h3] The new animations are great, they really exacerbate the speed of the characters. I feel like they do a lot of the heavy lifting in regards to gameplay in this episode. The characters feel like bricks for some reason, I don't know if it's because of gravity strength or if it was the weird lerpy camera, but the controls felt more cumbersome and restrictive in this one. Ground control is fine, fantastic actually, but jumping feels like wading through honey. The mission design... is probably the worst thing about this episode. I assume the dev got feedback about the movement based missions being too difficult and so replaced them with... more graffiti, yay. There are already ~220 graffiti spots, and now graffiti spraying is almost the entire game, compromising its variety and replayability. As someone who loved the missions in Rudies, this decision makes me sad :( That's not to say there aren't movement missions. The ones that are there are a lot of fun! The race against the High Rollers was probably my favourite. There are however two missions I really do not like at all, and those are the ones where you have to impress the character in the red shirt. You're trapped in halfpipe prison, and you have to make very precise jumps while gravity bites your ankles constantly. Knowing about the air trick boost is a requirement, because the high jumps feel near impossible. More races, please! Those are great. [h3]Overall[/h3] Butterflies at its least best, and it hurts to say because this is the one the dev is clearly proudest of. 4/10 [h1]TL;DR[/h1] I give [b]Rudies[/b] a [b]6/10[/b], [b]Getting Up[/b] a [b]7/10[/b] and [b]Welcome to the Jungle[/b] a [b]4/10[/b]. I recommend more than I don't, and my rating reflects that. I really hope the general reception doesn't cause the dev to lose motivation, because I desperately want to see this game become the best version of itself it can be. I wish them the best of luck and I hope they take take the time to read this (Also sorry if some of it came off harsh).
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Hours played at review time, across 40 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
i am SO mixed on this game, but i just cant bring myself to hate it tl;dr of whats good: episode 1 has the highest bar for tunes, episode 2 is the one that's most good on average, episode 3 has the best map and ui, snag it on a sale with that said oh my GOD ascending in this game is like yanking my ballhairs i REALLY dont wanna compare this game to brc because theres way more people on team reptile compared to le crew, but even with the smaller scope and episodic format, it feels inCREDIBLY jank and clunky and you know what? i kind of respect that. i dont even know how to make a rail grinding system lol and im very mixed on the soundtrack because theres some tracks that have SO much juice, and then theres ones that are like, okayer. i both love the graphics of episode 3 and also wish they were so much better. as i said before, ep 3 has the best ui, but the buildings themselves look like placeholders most of the time. they look like rubiks cubes i love the emphasis on wallrides, but ascending still feels way more painful than it should, ESPECIALLY with the camera ♥♥♥♥♥♥♥♥♥ but again, i applaud how much the game has the vibes of "♥♥♥♥ it, we ball." its unabashed. its raw. its hip. its cool. get it on a sale tho
This game no good bad bad man bad man we no like
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бабочки ♥♥♥♥♥ полная, лучше пройдите bomb rush cyberfunk или оригинальные jet set radio
Le jeu est assez bon et a un certain charme, les inspirations sont assumées et ça fait bien plaisir de les voir. Ce n'est sûrement pas un jeu à mettre dans toute les mains mais pour le prix qu'il vaut, je le recommande à qui que ce soit. La maniabilité peut faire tilter à certains moments mais elle a du sens quand on prend en compte qu'on contrôle un personnage à roller... Elle est quand même assez permissive et quand on comprend comment ça fonctionne, c'est plus une grande partie de plaisir (mais les moments un peu bullsh*t arrivent de temps à autre tout de même). Personnellement je l'ai terminé à 100% pour les trois épisodes et les trop nombreuses zones à tagger font un peu office de corvée à un certain moment (557 en tout je crois en comptant les 3 épisodes), certaines zones sont à 1m de l'autre, et d'autres perchées (bon challenge, j'apprécie). M'enfin bref, beaucoup de plaisir, surtout sur les 2 premiers épisodes, vraiment moins fan de la 3e map... Bon travail !
Its been some time since i had an experience like this in a game. Jet Set Radio, besides being known for its OST and aesthetic was also known for its controls. you had to work with them, you had to get to know them like they wanted to have a conversation with you. Butterflies's controls fallow the same buttery relationship with the player. when i first started i was barely wall-sliding and getting beaten by every cop i see, now (5hrs later) I've hit every graffiti spot. police are bound to the ground while i'm treating this city(The Rudies) like its my personal road. chaining together grinds, wall-slides, trick; all while flying through the air like...well like a butterfly. I really enjoy the atmosphere too! it feels like the characters are trapped in a Brutalist painting but desperately want their own identity. whether it be intentional or not i think the clashing themes are pretty. Butterflies also wears its inspirations on its sleeve, feeling like a direct descendant of JGR/JSR but with its own identity. it can feel stiff and weighty at first, some of the after effects of tricks/wall-sliding can obscure your view and I've even fallen through some geometry here and there. but i genuinely recommend this game for anyone who is a fan of more realistic skating games and JGR/JSR fans alike. now if you excuse me, i gotta get back to skating ;)
I do not remember the circumstances in which I acquired it, but somehow I own Episode 3 and ONLY Episode 3. That being said, I'd been aware of this game since its earliest Itch.io days, and never got around to trying it out until just now. I'd like to echo the sentiment I see in another review: I wish Steam let you rate games as "Maybe." This is not a bad game, it's just a quirky game, and how you'll feel about it depends on a lot of factors. In some places, it leans very hard into feeling like a Jet Set Radio fangame, and in other places, it's very clearly trying to do its own thing, and sometimes that gels and sometimes it doesn't. The controls take a lot of getting used to, and even after an hour, I'm not entirely sure I was playing the game correctly. The description mentions "ultra-tight momentum-based platforming" and I don't know if I'd describe this as tight. It's trying to simulate the feeling of rollerblading more than Jet Set Radio does, which means there's a lot more roll and sway to your movement. That's not necessarily bad, but I did find myself playing this wishing it controlled more like Jet Set Radio. In Episode 3's first (only?) environment, there are a lot of places they expect you to reach by platforming up to them, but getting up there is difficult. For being a so-called "platformer", there aren't a lot of platforms, and I was always grasping for more height than Butterflies was willing to give me. It's nice that it lets me experiment and figure things out for myself (I eventually learned that wall rides were my friend), but it was getting kind of frustrating regardless. It's easy to miss rails, it's easy to bump into things, and enemies are a constantly-respawning threat. If I could just grind up lamp posts like in Jet Set Radio, a lot of verticality-related annoyance would go away. I was also never sure where to go or what I was supposed to be doing. Even Jet Set Radio gave you easy access to a minimap, but unless I'm blind, I couldn't find any such luxury here. You're just dropped in an open world with MULTIPLE HUNDREDS of graffiti targets and that's kind of your lot. Finishing enough graffiti will present a notice that you've unlocked a mission, but near as I can tell, the missions are just more graffiti targets, but now they're in special or obtuse locations. The graffiti minigame is a little too simple to hold up to such repetition, too. If there's more to do than just spray 400+ graffiti targets, I had a hard time finding it. The primary variety is when you have to deal with the cops, who wear reflective masks and speak through a Half-Life-2-Combine style scratchy filter. The cops LOOK cool, but there's never any way to get rid of them. You can attack them and spray over their masks to blind them, but that only lasts a few seconds before they start hassling you again. In places where cops are placed near graffiti, it's particularly annoying, because I couldn't figure out a way to exit out of the graffiti minigame in order to stun the next cop before they grabbed me. Worse are areas guarded by security cameras. Most of these are actually just turrets that shoot at the player and can track from very long distances. There's nothing you can do about these. You can't disable them, you can't stun them, and you can't get rid of them as far as I can tell. There are a lot of graffiti targets specifically in the line of sight of these turrets, and the only way to finish your spray is to willingly get shot over, and over, and over again. It bares repeating: after an hour of play and something like 100 targets sprayed, I feel like there's a lot here I could be missing because the game does not tell you. Even just a simple "How to Play" from the options menu, like an Xbox Live Arcade game, would go a long way to making me feel more confident that I was doing what the game wanted me to do. There's a major breakdown of communication here, and while that's on me for somehow not owning episodes 1 or 2, I get the impression the developers are expecting more people to be interested in Episode 3, given it seems to be where most of the focus has been placed. I don't like being critical of this game. These are Jet Set Radio fans expressing their love in a time before even Bomb Rush Cyberfunk. And I like the aesthetic, I think they nail the art style, and though the music is a little derivative it's still very enjoyable. But in terms of how it plays and how much there is to do, Butterflies is pretty lacking. And yet it still feels like it's scratching the surface of something special. I can't be mad at it, or even too disappointed. I just wish there was a little more to it in the right places.
really good
Episode 1 and 2 are actually kind of good once you past the jank. It's not a well made game but there are some satisfying movement challenges that make it worth getting used to Episode 3 removes these challenges and replaces them with a giant map with pretty much nothing to do. If this game was like $3 then it wouldn't be that big a deal. But for close to $20 for all 3 episodes this game is an absolute ripoff. The quality just isn't there. You're essentially buying an early access game but with almost no possibility of it being updated and improved over time. Can't even recommend it to die hard JSR fans
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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