
dontbegrey is a minimalistic hardcore platformer with experimental color-themed mechanics, where you can choose what is an obstacle and what is the background.
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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 32 reviews with recorded playtime.
Reviews
recomendo
4/10
Первое что приходит в голову при виде dontbegrey - опять минималистическая графика, хотя скорее даже - откуда такой ценник? Да, задумка интересная, игра в меру хардкорна, есть даже редактор уровней, но стоит ли примерно три часа для полного прохождения этого, решайте сами!
You know when you hold the run button and you can skip across small gaps in some platformers? And it feels pretty cool because you're not even needing to hit jump to cross those tiny gaps? You know how you can also stop running, and just slip between those gaps on your own no problem? What if you couldn't do that? What if in order to pass a gap that's the size of a single level tile, you had to find another tile to bonk against sokoban style? You know, those sliding block puzzles that are tedious at the best of times and "just look it up online already so we can move on" level the rest of the time? What if you were also level-tile size, so that every one level-tile gap was also a pixel-perfect gap? What if that sokoban-style platforming became the core gimmick of the game, used with more regularity than puzzles involving the shifting mechanic that was explored better on the flash game circuit over a decade ago? You know some of those more cartoon-style platformers that will allow you to grab an extra mid-air jump if you yeet yourself off of a platform rather than jumping off of the edge like a normal person? How it feels nice to be able to show some technical mastery in order to sequence break? What if that was the only way to gain enough horizontal distance to make your gaps? I'm sensing a pattern here. Little quality of life platforming mini-mechanics being core elements of the platforming in this game. Are there more? You bet'cha! You ever seen one of those traps where a single jump isn't enough vertical clearance, but a double jump at the peak of the first gives too much clearance and you hit the hazards above where you wanted to go? You know how that's not really difficult to do, just really annoying to get right? What if there were entire levels dedicated to doing that over and over and over again? You know those annoying falling sections in mega man games where you have to snake your way past spikes you can't see coming, so you just have to memorize the level pattern in order to progress? You want a bunch of those little gotcha-style traps all over most every level moving forward? You remember Getting Over It, with those inane and pretentious quotes all over the place that were hand-picked to irritate the player as much as possible? You ever want to see what it's like to have those actually overlap the play area, obscuring the ground at some points? This game is a train wreck.
Ну для меня оказалось слишком сложно. И я как бы .... нормально отношусь к серому цвету. Но для более способных, чем я, любителей подобного жанра может быть наверное интересно. А я для нее беспросветно тупой тормоз.
çok saçma küp bulmaca
Turning the frogs grey! Bad version of thomas was alone. Wanna-be hardest game ever looking game.
Während "dontbegrey" mit einer einzigartigen Spieleidee punktet, gibt es zahlreiche Frustrationsmomente, die den Spielspaß erheblich mindern. Die als "einfach" deklarierten Levels erweisen sich als unverhältnismäßig schwierig, was schnell zu Frustration führt. Obwohl es möglich ist, Achievements zu erhalten, werden diese nicht korrekt angerechnet, was das Erfolgserlebnis trübt. Zusätzlich ist das Spiel nicht auf Deutsch verfügbar, was für deutsche Spieler ein erhebliches Hindernis darstellt. Ein weiterer großer Minuspunkt ist der Ton: Ohne Änderungen in den Einstellungen gibt es keinen Ton und wenn der Ton aktiviert ist, wirkt er extrem nervig und beeinträchtigt das Spielerlebnis. Insgesamt hinterlässt "dontbegrey" leider mehr Frust als Freude.
dontbegrey was more fun than I expected. You get about 30 levels, and they're all rather unique. Occasionally you'll get a section that you've seen before, but this is more of a relief than a nuisance. Most of the time you are thinking about where to go and how to make the jumps, where to bump, where to stand on, etc. In some sections there is a safe strat and a risky strat where you line yourself manually so you drop between two grey rocks to skip a part. For these two reasons, I think the game is designed very well. However, the game is also a little rough on the edges. You're not shown which level you're playing but rather the level's filename. There is also a pointless achievement of doing every level on the "first" try. In a sense you are already doing every level on the first try by default, as you teleport back to the start when you die. The only tricky part about the achiev is to remember to manually restart the level which resets the Try counter. Also you can't see the number of tries for each level from the main menu, but only in the level itself, which is inconvenient. Also, does this game have a soundtrack?, because I didn't hear anything. I recommend getting the game on sale, because of the small number of levels. It's fun while it lasts, and the negatives don't matter too much.
cute and charming little puzzle platformer. it's not the best game i've ever played and it's unpolished, but it's cheaper than a bag of chips from a vending machine, so who am i to complain? i would have preferred no music over AI-generated music, but i assume it's more "convolution network trained on MIDIs" rather than some suno ♥♥♥♥. music seems to be muted by default though
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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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