
A world... where the existence of ego has faded One day, the One of Insomnia received a powerful sleeping pill. She swallowed the pill in the bathtub... and fell into a coma, Can the One who has fallen into the spiritual world escape from coma? Can the ego grow after getting out?
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Languages: English, Japanese
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Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
美术非常好,几层梦境包含赛博都市、中世纪血肉恐怖、流行meme大作战、RGB炫光佛像、和最后的天界弑神 但是动作游戏性=0,手感奇差,boss站撸就能过,死了从关卡最开头重开也很搞心态 总之,当欣赏场景美术的普攻步行模拟器,就很值得体验,毕竟是免费的
як казав один дід: "я люблю психоделічні кліпи, щоб було на шо подивитись і щоб достатньо музика морочила голову. чим вона більше морочить - тим вона цікавіше". так можна сказати і про цю гру)) тож якщо ви любите дивину - вам сюди. "Ego In A Coma" - безкоштовний і водночас доволі цікавий японський платформер-бойовик з локаціями на різний смак і колір, а саме: кіберпанк (в японському сеттінгу) + готична естетика + шизо-меми + індуїстські божества. приправлено все це "чудо" кислотно-тріповим візуальним ефектом, неоновими зображеннями на фонах і прикольною хардкорною музикою :) на всіх цих локаціях ви будете грати за стильну дівчину і вбивати монстрів різних видів. види зброї також будуть різні - від катани до великого двуручного меча, типу як в Берсерку knock 'em dead, kid ([spoiler] щоправда в фіналі гри вони всі зберуться паралельно з босами, щоб вже спробувати зашкодити вам) (спойлер) [/spoiler] також тут є дві кінцівки, і наскільки я зрозуміла вони залежать від того, як ви відповісте на питання наприкінці гри загалом приємне враження залишилось, рекомендую. навіть хотілось, щоб це тривало трохи довше
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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
游戏通关音乐Cry Alone来的 如果让你独自哭泣,我会惩罚自己并坠入冰窟...
[h3] one [/h3] [i] /wʌn/ [/i] [u] Number [/u] [b]1.[/b] the lowest cardinal number; half of two; 1. "there's only room for one person" [b]2.[/b] the same; identical. "all types of training meet one common standard" [u] Idioms [/u] [b]1.[/b] a person or thing, especially when they are part of a group [b]2.[/b] used for emphasis to mean ‘the only one’ or ‘the most important one’ ⠀
へぇ~東洋大生ってそうなのかぁ~
省流:大剑可以取消
Ego In A Coma (自我、状態、昏睡。), developed and published by KoS Studios, is a deeply unconventional indie title that feels more like an abstract psychological experiment than a traditional action game. On the surface, it presents itself as a side-scrolling combat experience with platforming elements, but that framework quickly gives way to something far more chaotic and introspective. The game plunges players into a surreal coma-induced world where identity, perception, and emotion blur together, creating an experience that is as disorienting as it is intriguing. The narrative centers around a character referred to as the “One of Insomnia,” who descends into a coma after consuming a powerful sleeping pill. From this point forward, the game abandons any sense of grounded reality, instead guiding players through a series of symbolic and often fragmented environments that seem to represent different aspects of the character’s psyche. These stages vary dramatically in tone and visual identity, ranging from neon-drenched cyberpunk settings to dark, almost grotesque fantasy landscapes. Rather than offering a clear, linear storyline, the game communicates through suggestion and imagery, leaving players to interpret its meaning through scattered clues and emotional cues. This approach gives the narrative a raw, almost subconscious quality, though it can also make it difficult to fully grasp. Visually, the game is striking in its unpredictability. It combines pixel art with surreal, sometimes unsettling imagery, often layering contrasting themes within the same space. Religious iconography, distorted figures, and digital motifs coexist in a way that feels intentionally jarring. This collage-like presentation creates a strong sense of unease and reinforces the idea that the player is navigating a fractured mental state. At times, the visuals can feel overwhelming or even incoherent, but they rarely feel uninspired. There is a clear artistic vision at play, one that prioritizes emotional expression over visual clarity. Gameplay is where Ego In A Coma becomes more divisive. Combat revolves around melee attacks and basic movement mechanics, with players progressing through a series of stages while battling enemies and navigating platforming sections. While the concept is straightforward, the execution can feel uneven. Movement lacks precision, and combat often feels weightless, with hits that don’t carry the impact one might expect. This can make encounters feel repetitive or less satisfying than they should be. Level design occasionally adds to the frustration, with moments where navigation is unclear or hazards feel poorly communicated. These issues don’t necessarily break the experience, but they do highlight the gap between the game’s ambition and its technical polish. Despite these flaws, there is an undeniable sense of identity that carries the game forward. Its unpredictability keeps players curious, as each new stage introduces a different aesthetic and emotional tone. The lack of structure, while sometimes confusing, also contributes to the feeling of exploring something deeply personal and unfiltered. It feels less like a carefully crafted product and more like a direct expression of the developer’s ideas and emotions, which can be both its greatest strength and its biggest weakness. The audio design complements this approach well, with music that shifts alongside the game’s environments. Tracks vary in style to match the tone of each stage, helping to ground the player even as the visuals and narrative become increasingly abstract. While the soundtrack may not stand out on its own, it plays an important role in maintaining the game’s atmosphere and reinforcing its emotional beats. Another important factor in how the game is perceived is its free-to-play nature. Without a price barrier, players may be more willing to engage with its experimental design and overlook its shortcomings. In this context, the game feels less like a flawed commercial release and more like an interactive art piece—something meant to be experienced and interpreted rather than judged solely on traditional gameplay standards. Ultimately, Ego In A Coma (自我、状態、昏睡。) is not a game that aims for broad appeal. It is messy, abstract, and occasionally frustrating, but it is also bold in its willingness to be different. It offers a glimpse into a fragmented inner world, using its visuals and structure to evoke emotion rather than provide clear answers. Players looking for polished mechanics and straightforward storytelling may find it difficult to engage with, but those open to experimental and deeply personal experiences may discover something uniquely memorable within its chaos. Rating: 7/10
real and kino.
野獣先輩が出てきたので惜しくも星一です
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