
Element4l is an immersive and experimental indie platform game, with a strong focus on flow and smooth gameplay, wrapped in an exceptional soundtrack by Mind Tree.
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Reviews
Element4l is one of those games that completely betrays its own presentation — you boot it up expecting a chill, atmospheric experience with its gorgeous soft visuals and lullaby-like soundtrack, then spend the next hour screaming at your keyboard. The core mechanic of switching between air, ice, rock, and fire with just the arrow keys is brilliantly simple in concept, but the timing and momentum required to chain elements together properly is brutally unforgiving. What keeps you coming back is that satisfying click when everything flows — sliding into a half-pipe as ice, popping into air at just the right angle — it genuinely feels great when it works. The little in-world quips from your elemental character (Gollum references, Indiana Jones nods) add a lot of charm that softens the frustration just enough to keep you going. If you can stomach trial-and-error platforming and don't mind dying a hundred times before a sequence finally clicks, this is a unique and worthwhile experience — just don't go in expecting the relaxing game the screenshots promise.
Element4l es un juego de habilidad en el que deberemos tomar la forma de aire, fuego, tierra o hielo para ir avanzando por cada uno de los niveles que nos iremos encontrando, aprovechando las cualidades de cada uno de estos cuatro elementos. El aspecto gráfico está bien conseguido y se aprecia muy cuidado a pesar de su sencillez en cuanto a los escenarios. El cuidado depositado en los efectos de luz y las explosiones son innegables. La banda sonora es correcta, no desentona ni resulta molesta, aunque tampoco destaca excesivamente. Cumple sin problemas. La jugabilidad es, en mi opinión, la parte negativa del título. Con un manejo complicado y la dificultad a la hora de entender el comportamiento de la física de los movimientos y, en especial, la pericia necesaria para no perder el "momento" (o inercia) no está al alcance de cualquier jugador. Necesitarás de varias horas de desesperación para empezar a comprender cómo funciona todo. Este punto se acentúa además con una ausencia de información al respecto que deja al jugador a merced de la alta dificultad del título hasta que, con la práctica (y mucha tenacidad), vaya entendiendo y aprendiendo solo cómo debe actuar en cada caso. Estoy convencido que más de uno se dará por vencido dándolo por imposible antes de comprender la importancia de la inercia y cómo y cuando utilizarla a nuestro favor. Al menos, la respuesta de nuestro personaje y la precisión de sus movimientos es excelente. La dificultad, como he comentado anteriormente es muy elevada, aunque si aguantamos en la curva de aprendizaje, sentiremos el juego como algo retador y no, en especial en nuestras primeras horas de juego, como un título imposible de manejar. La durabilidad será de entre 20 y 30 horas si queremos superar sus 16 niveles (más el nivel oscuro que desbloquearemos al final), todas las banderas de oro (conseguidas al superar un nivel sin morir ni una sola vez) y las 2 chispas oscuras ocultas en cada uno de los niveles. La mayoría de los logros los iremos consiguiendo a medida que avanzamos y no deberían ser un reto mayor que el pasarse el propio juego al completo. Al final, estamos ante un juego técnicamente excelente en cuanto a su agradable diseño gráfico y excelente respuesta y precisión en cuanto a los movimientos del protagonista. Sin embargo, la ausencia de un tutorial detallado de cómo funciona todo (y en especial de cómo mantener nuestra inercia) lo hacen un título no apto para jugadores casual y conseguirá desesperar a más de uno, dando la sensación en nuestras primeras partidas de ser un juego con unas mecánicas imposibles de dominar. Esto resta enteros a la nota final. NOTA: 7/10
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Languages: English*, French, Italian, Spanish - Spain, Dutch, Japanese, Portuguese - Brazil, German*languages with full audio support
Hours played at review time, across 40 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
An OK platformer with an interesting kinetic mechanic: you don't move directly your character but change its physic state in order for it to move. The game can look soothing, cute and relaxing at first, but it gets pretty complex and challenging by the end (I was able to beat it, though, after a little bit of frustration). I mostly liked it but be aware that this kind of games with simulated physics can get a little erratic in their response to your actions.
ELEMENT4 is one of my favorite game, it's wonderful and intelligent....!!! It has a great FUN FACTOR and it is a GREAT TRAINING for your BRAIN ;-)
insanely difficult, couldnt complete it yet but.. the music slaps and its veeery satisfying once you become one with the flow of the game
The atmosphere is good, the audio is decent, but the controls... The controls are bad. The control of the character is physics based, so any movement you do is highly inconsistent. Despite this, later levels require very precise movements. I would compare this games controls to something like shooting a water gun on a windy day at a target that is a hundred meters away with Iron sights. It is doable, but after how many tries will it be done and, perhaps the most important question of all, will your psyche hold or will it buckle before you actually hit the target?
kinda fun mechanics, relaxing
추억의 게임이라 꾸준히 하고는 있음.....재밌는데 진짜 개빡이긴 함 화물차 ㅅ1발새끼 진짜ㅋㅋ - 좋은점 1. 브금이 힐링됨 중간에 애기 웃음소리들 들리는데 브금은 진짜 잘 만든 것 같음 2. 원소들이 귀여움 - 개빡인점 1. 뒤로 갈수록 더욱더 설명 불친절함 2. 도움말 누르면 "응 ㅋㅋ 나는 깸" 시전하고 도망감 ㅆ1발 원소 뭐 쓰는지 제대로라도 보여주던가 **새끼진짜 3. 뭔 스토린지 모르겠음
This is a very cute platformer with tight mechanics and pleasant art and sound design. The main twist is that you can't directly go left - W is Air to lift you, D is Fire to move right, and S and A are Rock and Ice to drop you. As the game progresses, obstacles start requiring you to find creative ways to generate leftward momentum. That progression and execution work beautifully. Even when I spent close to an hour on a single level, it never felt disheartening or rage-inducing; it was always just a matter of timing the inputs exactly right. The harder it got, the more satisfying each win felt. And the game walks a razor-thin line of pushing its mechanics without ever taking them too far.
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Momentum
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