
Welcome to the world of Ctrl CV, a find-the-image platformer puzzle game. You are surrounded by countless clones of yourself, and your goal is to find the source of these doppelgangers. Try not to lose yourself in the midst of "yourselves".
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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
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
3/10
It's too much clone... I can't find it Where is the real character!!!
Personalmente il gioco non piace. Confusionario, troppo semplice. Sconsigliato.
내 눈을 의심하는 게임 눈이 아파서 지웠읍니다 ^^
Ctrl CV, developed by ZPink and published by PsychoFlux Entertainment, is a minimalist indie platformer built around a deceptively simple but cleverly executed concept: finding and controlling your true character among a sea of identical clones. At first glance, it appears to be a straightforward pixel-art platformer, but the central mechanic transforms it into something more unusual—a hybrid between reflex-driven action and visual perception puzzle. The game plays with the idea of duplication and identity, creating a surreal experience where confusion is not just a side effect but the core challenge. The primary objective in each level is to navigate your character to the exit, avoiding hazards and obstacles along the way. However, what makes this task unique is that the screen is often filled with multiple copies of your character moving simultaneously. These duplicates mimic your movements or crowd the environment, making it difficult to distinguish which sprite you are actively controlling. The result is a constant test of observation and focus. Unlike traditional platformers where environmental hazards are the main threat, here the greatest challenge can be simply keeping track of yourself amid the chaos. Mechanically, movement and jumping are tight and responsive, adhering to classic platforming principles. The controls feel simple and accessible, allowing players to quickly grasp the fundamentals. However, the game’s difficulty arises not from complex inputs but from the mental strain of visual overload. As levels grow more intricate and the number of clones increases, maintaining awareness becomes progressively more demanding. Hazards such as spikes, gaps, and moving obstacles require precision, but that precision is complicated by the ever-present swarm of identical sprites. The visual style is intentionally stripped down. Pixel-art characters and clean geometric environments ensure that despite the clutter, individual elements remain readable. The minimalism works in the game’s favor; overly detailed backgrounds would only exacerbate the confusion. Instead, the simple color schemes and sharp contrasts allow players to identify platforms and hazards even when surrounded by duplicates. The presentation supports the mechanic rather than distracting from it, reinforcing the game’s conceptual clarity. Sound design follows a similar philosophy of restraint. Audio cues are subtle and functional, providing feedback for jumps, collisions, and level completion without overwhelming the experience. The soundtrack remains understated, complementing the surreal tone without dominating attention. This minimal audio landscape helps maintain focus on the visual puzzle at the heart of gameplay. Narratively, Ctrl CV does not rely on heavy storytelling. Its premise—searching for the source of duplication and attempting to escape a world filled with copies—acts more as thematic framing than as a deeply developed plot. The concept of identity and self-recognition is explored playfully rather than philosophically. The experience feels self-aware, embracing its absurdity while encouraging players to interpret meaning if they wish. Multiple endings add a touch of replay value, suggesting that there may be more to discover beyond a single playthrough. The overall pacing is brisk. Levels are compact, encouraging repeated attempts and quick restarts when mistakes occur. The game does not overextend its central idea, which helps maintain novelty throughout its runtime. While the mechanic might risk feeling repetitive in a longer format, the concise design ensures that the experience remains focused and engaging without overstaying its welcome. Ultimately, Ctrl CV stands out as a concept-driven indie project that successfully builds an entire gameplay loop around visual perception and duplication. It may not offer expansive worlds, complex narratives, or layered systems, but it demonstrates how a single creative idea can carry an entire experience. For players who enjoy unconventional platformers and puzzles that test attention as much as dexterity, Ctrl CV offers a distinct and memorable challenge. Rating: 7/10
[h1]나라는 정체성은 어떻게 찾을 것인가[/h1] Ctrl CV는 수많은 복제들 속에서 본인을 인지한 채 스테이지를 클리어해나가는 플랫포머 게임이다. 2011년에 만들어진 게임메이커 기반의 게임이며, 2018년에 스팀 출시했다. [h2]장점[/h2][list] [*][b]독특한 게임성[/b][list]다양한 복제들속에서 본인을 찾아내는 컨셉이 꽤 독특하다. 맵은 진행되면 진행될수록 복제의 수가 많아져 점점 분간이 어려워지고, 그러거나 말거나 게임은 계속 진행되어야 한다. 이런 류의 컨셉은 플레이어보단 보는 사람이 어렵게 느껴지기 마련인데, 그래서 게임이 생각보다 무난하긴 했다.[/list] [*][b]게임성을 잘 이해한 기믹[/b][list]게임속 기믹이 재미있었다. 플랫포머적 특성을 살린 버튼 누르기와 상자 옮기기, 그리고 얼음판이 있었고, 복제인간이라는 게임성을 살린 시야 가리기가 기믹으로 있었다. 그 외에도 레벨 디자인이라던지 기믹 배치같은 것이 개발자가 게임에 대해 확실하게 이해하고 있다는 느낌을 받았다.[/list] [/list] [h2]단점[/h2][list] [*][b]분간하기 어려운 장애물[/b][list]옛날에 나온 게임 특성상 창모드로 진행 시 화면 크기가 정말 작은데, 이런 와중에 가시 발판이 너무 작아서 분간이 잘 되지 않는다. 또한 나무도 나무기둥 부분은 발판이 없어서 이동이 많이 불편했다. 관련 루트도 설정한 것을 보면 개발자가 의도한 것 같은데, 발판이나 장애물의 분간이 확실히 이루어졌으면 좋겠다.[/list] [*][b]이상한 키 배치[/b][list]다른 키들은 전부 이해갔지만, 다시 시작과 메뉴 이동키가 조금 이해가 되지 않았다. ESC를 누르면 일시정지창 하나 없이 바로 메인메뉴로 가버려서 중간 저장구간을 지난게 아닌이상 다시 쭉 진행을 해야 한다. 그리고 D키가 다시 시작인데, 하필 힌트를 얻을 수 있는 F키의 바로 옆에 있어서 실수로 힌트키를 눌러버리는 상황도 종종 연출되었다. 다시 시작키는 R로 바꾸고 일시정지를 구현하면 어떨까 싶다.[/list] [/list] [h1]총평[/h1] 옛날에 나온 인디게임답게 패기가 넘치는 작품이다. 인디가 정말 인디로써 장르적으로 다양한 시도를 하곤 했는데, 그런 독특한 시도가 느껴지는 게임이었다. 추가로 진엔딩이나 히든엔딩도 있으니, 만약 자신있다면 사망횟수 20회 이하로 하드모드를 클리어해보도록 하자.
É um bom jogo para passar o tempo.
그림자 분신술을 쓰면 안되는이유
very fun
점프 눌렀잖아 ㅅ1발
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Concurrent players on Steam, sampled daily since tracking started.
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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