
+ follow the white rabbit + hop, skip, and jump to become one with joyeuse, until you are no longer you +
Modeled estimate, not a reported figure. How we estimate →
About

CICADAMATA" is a fast-paced first-person [?platformer, %shooter, $speedrunner] - deployed into CASCADE under the "INITIATION SEVEN" CORE retrieval protocol - you have been enlisted as a CICADA. this is who you are now.
disconnect. obligations no longer bind you.
proceed. tear flesh from bone.

↳ ▣ my light in dark. my white rabbit.

+ become FAWN-A2 - assert control over numerous threats and dispatch them with [$ease/?needless_brutality] +
+ utilize a maneuver sandbox using your MATA" and enter ZONE TIME to increase traversal efficiency :: / Hop, Skip And Jump To Save The World! " +
+ complete incursions in 15+ freeform levels across 6 spheres - i feel most alive in this {WONDERLAND} +
+ increase your █ clearance level, run out the clock, and compare records with other CICADAS globally % ONE OUTLIER. THAT IS ALL IT TAKES +

▫ i am joyeuse. i am not the weapon that failed.
i have given everything to masters who forgot my name. "
what will you be? █


Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Engagement
Reviews
Themes across 789 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
пока играю в игру, всем видом показываю котенка, у которого изо рта течет слюна чистый хеллл йееееееееаааааааааааааааааа
is pretty good
amazing game, very overstimulating but worth it.
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Languages: English**languages with full audio support
Hours played at review time, across 789 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
I had a blast playing this game i absolutely +LOVE almost everything about this game 10/10 gameplay 10/10 confusing ahh story 10/10 busty women in my screen 8/10 music 10/10 psx style (better than ultakill's imo) 10/10 ui 10/10 aesthetics its a fantastic game also i love the transition and starting level screens its awesome
This is not my final review as I've only played 2 spheres so far, so take this review with a grain of salt. First of all, wow. This game is absolutely insane. The quality of the game overall is out of this world, so I'll do a rapid fire of the things i like in no particular order, as they are all incredibly well done. -music -gameplay flow -level design -visuals -sound design -voice acting The only thing i have complaints on is, unfortunately, the scoring system. It's not a deal breaker as it's not terrible like some people make it seem but it has indeed not been working very well so far. The game wants you to get creative with your kills, but at the same time is incredibly limited in the options it gives you to dispatch enemies. Another thing i don't like is how you are encouraged on slamming on enemies, as you get a 50 points increase for each consecutive slam. I feel the score doesn't make me feel rewarded for achieving it, if that makes sense. From here on it's just me yapping on how i think this issue could be solved, so if you aren't interested just don't read. BUT PLEASE BUY THE GAME, IT'S SO GOOD. ok? ok. Byee The solutions i came up with for fixing this issue are 2: 1) Add a stale combo system. This is the hardest proposal to implement between the two in my opinion. I think this would need to apply to enemies, instead of moves you perform. What i mean is, instead of getting a negative multiplier for each move of the same type you perform on an enemy, it would be best to make it so the enemy you are attacking is the one giving you a negative multiplier, making it so you cannot intentionally barely hit it with your shotgun to farm points because you only get 100% of the points from that enemy the first time you hit it. This would need a lot of balancing and is by no means an easy task, but i feel like it would greatly benefit the game 2) Add separate leaderboards for different "game modes". I think the sweet spot would be three leaderboards: one named "standard", which calculates the score as intended by the dev; one named "speedrun", which doesn't take score in consideration, but instead looks at the time it took you to finish the level. This would be good, as most enemies are not only placed there to make you lose life, but are also useful to reset your movement abilities by killing them, effectively making you engage in the core gameplay and not straining too far from the game's identity. And lastly "wipeout", which, as the name says, requires you to achive a wipeout (eliminating all enemies) while purely looking at the time for placing you in the leaderboard. I also think "wipeout" having a timer counting down and when it reaches 0 you lose would be cool. Maybe kills could make you gain time and the leaderboard looks at the time remaining.I feel like having these different leaderboards would be a good compromise between keeping the original vision of the game, and appealing to the players coming from games such as neon white.
It's cool af I got overstimulated after 20 mins of playing
All this game could be played for robo bunny ass. gameplay is like "mommy mommy i want ultrakill!!" "No diabito you have ultrakill at home" AND THIS IS ULTRAKILL AT HOME. Listen up, i've got to 5-3 lvl in this 50 minutes and i saw only pluses - no bugs completely, robo ass, good movement but thats ALL level design is TERRIBLE. Theres levels that feel ♥♥♥♥ and 5-3 is too laggy for me to even finish which i THINK could've been fixed easily by making some kind of RENDER DISTANCE. Oh and also enemies that are just walking targets overall i can give it like, 5 AT MAX out of 10 for all the plusses.
我承认美术好,但你这个锯齿度我要瞎了,离远了全是马赛克,还有这个路线引导和地图设计真的神人完全分不清我到底要去哪,每次都跑反
very fun
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