
Dark Water is an Action Platformer game where you use a bow.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Japanese, Simplified Chinese, Traditional Chinese, Korean, German, Russian, French, Italian, Spanish - Spain
Engagement
Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
操作手感还行,就是隐藏星星有点难找
· 记录:25/02/03入。 · 可以操控小姑娘和老奶奶的平台闯关收集游戏。虽然可能不恰当,但是老奶奶真的蛮可爱的,呜,想奶奶了...尤其是奶奶背小女孩那里! · 单人切换操作,感觉这个题材做成同屏双人合作游戏应该也很赞的样子!(疯狂暗示!)——25/03/22
Dark Water: Slime Invader, developed by DEVBOX and published by DEVBOX in collaboration with HeartBeat Games, is a tightly designed 2D action-platformer that combines precision movement, projectile-based combat, and light puzzle elements into a focused and steadily escalating experience. It begins with a simple premise—a quiet village suddenly overrun by corrupted slimes—but gradually builds into something more personal, following a young archer and her grandmother as they push deeper into the source of the invasion. While the narrative remains secondary to gameplay, it provides enough emotional grounding to give context to the action and maintain a sense of purpose throughout. The core gameplay revolves around fluid platforming paired with bow-and-arrow mechanics, creating a constant interplay between movement and offense. The controls are responsive and precise, which is essential given how frequently the game demands careful timing and positioning. Players are expected to jump, dodge, and fire in quick succession, often under pressure from multiple threats or environmental hazards. The bow is not just a weapon but a versatile tool, used to trigger switches, solve environmental puzzles, and interact with the world in meaningful ways. This dual-purpose design helps keep the mechanics cohesive, ensuring that combat and traversal feel interconnected rather than separate systems. As the game progresses, new abilities are introduced that expand what the player can do. These include variations on arrow types, mobility enhancements, and situational skills that alter how challenges are approached. Each addition builds on the existing mechanics rather than replacing them, encouraging players to rethink earlier strategies and adapt to increasingly complex scenarios. This gradual layering of abilities is one of the game’s strengths, as it maintains engagement without overwhelming the player with too many systems at once. However, it also means that later stages can feel significantly more demanding, as the game expects full mastery of everything introduced up to that point. The inclusion of a secondary playable character—the grandmother—adds a welcome layer of variety. Her abilities differ from the protagonist’s, offering moments where the pace and approach shift in subtle but meaningful ways. These sections break up the rhythm of the main gameplay and prevent the experience from becoming overly repetitive. More importantly, the relationship between the two characters gives the story a warmer, more human dimension, adding emotional weight to what might otherwise be a straightforward action-driven narrative. Level design is one of the game’s strongest aspects, with stages that are carefully constructed to test both mechanical skill and situational awareness. Early levels introduce concepts in a manageable way, but later sections combine multiple elements—enemy patterns, traps, and environmental puzzles—into more intricate challenges. The difficulty curve is generally well-paced, though there are moments where it spikes sharply, requiring repeated attempts to overcome particularly demanding sequences. This trial-and-error approach can be rewarding for players who enjoy mastering difficult sections, but it may also lead to frustration for those who prefer a more forgiving experience. Visually, the game adopts a colorful and clean aesthetic that prioritizes clarity. Characters and environments are distinct and easy to read, which is crucial during fast-paced segments where multiple threats appear simultaneously. The art style is not overly complex, but it is cohesive and effective, ensuring that players can quickly interpret what is happening on screen. Animation is smooth enough to support the gameplay, and the overall presentation maintains a consistent tone that balances lighthearted visuals with the slightly darker undertones of the story. The narrative, while not deeply intricate, develops gradually and becomes more engaging as the game progresses. What begins as a simple rescue or defense scenario evolves into something more personal, with the bond between the protagonist and her grandmother serving as a central thread. Dialogue and story moments are spaced out enough that they do not interrupt the gameplay flow, but they provide just enough context to keep the player invested. It is a modest narrative, but one that complements the experience rather than detracting from it. Despite its strengths, Dark Water: Slime Invader does have some limitations. The core gameplay loop, while solid, remains largely consistent from start to finish, which can lead to a sense of repetition over longer play sessions. Difficulty spikes, while often intentional, can feel abrupt, and the reliance on precise execution means that progress sometimes depends on repeated attempts rather than strategic variation. Additionally, while the game introduces new mechanics over time, it does not significantly expand beyond its established formula, which may leave some players wanting more variety. Ultimately, Dark Water: Slime Invader is a well-executed indie platformer that succeeds through its tight controls, thoughtful level design, and gradual mechanical progression. It does not attempt to reinvent the genre, but it refines its core elements enough to deliver a consistently engaging experience. The combination of action, puzzle-solving, and light storytelling creates a balanced experience that is both challenging and rewarding, even if it occasionally leans into frustration. For players who appreciate precision-based platformers with a touch of character-driven narrative, it offers a satisfying and memorable journey. Rating: 8/10
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Concurrent players on Steam, sampled daily since tracking started.
Hours played at review time, across 40 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
很好玩,我喜欢奶奶,手柄的跳跃和打击手感都不错(有点类似奥日),重点是奶奶真的很好*w*
[h1]要是有中评,我指定不给你好评[/h1] 1.发现2个BUG ①少女在空中时狂按shift可以滞空飞很远②奶奶滑翔狂按空格,能原地上天 2.第一次见游戏的存档点不回复状态,而是保存当前状态 TM的绝了!!! [b] 我空血保存 然后就是死了复活再死 [/b]。不回蓝就纯浪费你时间,后面要用瞬移箭(反正能随时间恢复,你存档恢复一下怎么了?嗯???) 3.游戏没地图,这个算小问题。只能看上和下的情况,还看的很近,哎刚好这游戏就喜欢设定你往下跳时下面有刺,这样还会容易走到不能回头的路(前面有星星没拿完)难度还行 游戏还可以,是一关一关的,有新能力,有类似空洞和奥日那种符文搭配。剧情挺简单的
재미는 있는데, 쉬움 난이도가 어려워서 많이 죽었어요. 여러번 도전할 의향이 없다면 사지 말아야 될수도. 퍼즐요소랑 수집요소가 있어서 여러번 했네요
Bardzo dobrze wykonana gra indie. Dark Water opowiada o przygodach Gran i jej wnuczki, które próbują uratować swoje miasto przed atakiem przeklętych szlam. W grze używamy swojego łuku, różnych działań i mechaniki skoków, aby pokonać wrogów, pułapki i uratować wioskę przed tym kryzysem.. POLECAM. Gra godna ogrania.
플랫포머 좋아하는사람들은 적당히 즐길 수 있는 수작이라고 생각합니다. 주인공과 할머니가 많이 귀엽고 난이도도 다른 플랫포머 게임에 비하면 많이 어려운 편은 아니라 적당한 것 같습니다. 할머니의 ai는 가끔 화나지만 1인개발에 이정도 퀄리티면 개발자의 다음 차기작도 기대되네요 할인률도 높게 하니 플랫포머 좋아하는사람들 할거없으면 사서 하기 좋을듯 하네요~
[h1][b]带着奶奶一起冒险[/b][/h1] [quote=Lem0n juice] 笔墨写春秋,挥毫描秀色; 欢迎关注[url=https://store.steampowered.com/curator/44125219-Lem0n-juice/] Lem0n-juice [/url]~ 我们致力于游玩各类游戏并给出自己的意见供大家参考,欢迎加入我们的大家庭~[/quote] [h1]任性奶奶和乖巧孙女[/h1] 村庄被史莱姆入侵,小姑娘踏上逃亡之路,与奶奶一起打败敌人,度过千难万险…… 这是一款玩法朴素但画风独特的平台跳跃游戏,玩法朴素的地方在于,本作并没有与很多平台跳跃游戏一样以类银河战士恶魔城的玩法切入,也没有加入肉鸽的内容,而是以朴素的收集星星、击败敌人为主要玩法。画面独特的地方在于,本作用黑边描绘大部分物体,给人一种厚重感,并且在部分远景采用模糊的效果,与玩家所处平台形成对比,突出其平台视觉效果,包括各异的史莱姆,也通过形状的区分来加以辨别。 剧情上而言,说实话,奶奶很任性,明明已经找到大部队了,还要回去找东西,而我们的小孙女也只能无奈地再次去找她。而奶奶的机动性忽高忽低,不能爬高,但可以一起帮忙推重物,所以有些地方需要帮助奶奶过去,而有些地方则还需要奶奶帮忙。 游戏以关卡制呈现,玩家需要和奶奶通力合作,完成一个个关卡,不断收集星星,部分关卡存在星星锁,而星星都基本藏在地图的拐角,只要细心加以收集,相信大部分玩家都能找到。收集星星的同时,还能获得经验豆,可以提升等级提升能力,玩家还可以通过地图上拾取到的能力书来不断强化角色的机体。 地图设计上没有太多值得说的地方,尖刺、机关、风扇等等算是此类游戏常规配置。 [h1]技巧射击![/h1] 其实说实话,用手柄玩这种平台跳跃游戏,我总是不太习惯用弓箭这种需要瞄准的武器——就跟用手柄玩FPS一样,需要额外使用右摇杆,会让操作变得繁琐。本作的攻击方式是弓箭,需要用右摇杆去瞄准后按RT进行射击。 而在解锁了一个天赋后,我迷上了这般的操作——跳起来然后子弹时间,此时再用弓箭射击很好调整角度,蓄力之后再发射。 不过尽管如此,还是推荐用手柄玩,这种平台跳跃游戏用手柄相比于键盘要流畅很多。 [h1]平台跳跃精品小品[/h1] 没有台词的本作,剧情上可圈可点,地图设计中规中矩,而战斗部分手感不错,收集要素齐全,游戏画风亦是很有特色,与奶奶通力合作一起战胜敌人,收集宝珠,也是种奇特的游戏体验。虽然是小品作,但我个人认为本作是一款平台跳跃品类里的精品,值得喜欢此类型的玩家一试。
[h1] 슬라임을 죽이기 위해 명사수가 되는 소녀 [/h1] 활 하나로 온갖 액션을 수행하는 게임입니다. 활을 조준하는 동안 시간을 멈추고, 힘을 모아 바위를 부숩니다. 순간이동에, 화살을 타고 날아갑니다. 활의 달인이 되면 가시와 함정을 피해 하늘로 날아갈 수도 있습니다. 이 모든 것의 목적은? 슬라임을 모조리 죽인다! 새로운 기술에 익숙해지는 만큼 자유로운 움직임을 즐길 수 있습니다. 그러면서 도전적인 스테이지가 계속 나와 느슨해지지 않습니다.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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