
A time-trial platformer inspired by platform fighters. Wavedash into the psychedelic realms of the elements and help Poly fight chaos to restore balance.
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Wavedash into the psychedelic realms of the elements and help Poly fight chaos to restore balance.
Tight controls inspired by platform fighters
85 challenging levels
Hubs worlds to freely explore
Freestyle side-levels to flex your techskill
Secrets to find
Level editor to craft your own levels
Native Gamecube Controller support
In depth controller remapping
Local multiplayer volleyball mode + tag battle mode
Easy to pickup, hard to master. Intricate mechanics giving you full control of the character with layers of depth and secret techniques to discover.
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Engagement
Reviews
Themes across 41 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
listen, I wanna love this game and to an extent I do. It's got great music, amazing visuals, tight controls and clearly was made out of passion. It's a loving tribute to Celeste and the genre of platform fighters. But it's just too faithful in the worst way: it's too technical. The execution barrier feels too high for me personally to enjoy. I was playing just the intro for about 40 minutes trying to get a feel for the controls and I couldn't even get past a C on level 1. This is obviously a game made for people who like platform fighters but it feels too much like a fighting game and not enough like a platformer, thus the movement doesn't have that flow that games like Celeste, Ori, or Mario Odyssey have since the tools and controls you're using were designed for fighting, not moving. Now I don't hate this game's movement at all, in fact I think it's the whole selling point but I feel like you'd only like this game if you're really good at highly technical platform fighters and even as someone who is this movement just doesn't feel right to me. For example I struggle to combo the floating polygons because when you're comboing an opponent in Smash you're thinking about their character's weight and fall speed to juggle them. You hit them and it sends them up and away at differing angles with different moves. The targets here don't react like that, they move on a set path and I'm not used to chasing a target mid-combo. The fighting game tools I have just feel wrong for the platforming challenges I'm doing. I still think this game is fun and well-made but I can't really recommend it to friends because of how technical it is.
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Modeled estimate over time, reconstructed from Steam's monthly review histogram.
Languages: English
Hours played at review time, across 41 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
melee movement in a celeste style game is genius, underrated game here
THIS IS NOT A BEGINNER FRIENDLY GAME This game is for people who play platform fighters competitively or love speedrunning. It's super fun and will be worth the money if you fit in those two criterias. ALSO DEV PLEASE LET ME USE MY MODDED TRIGGERS, MY MUSCLE MEMORY FOR WAVEDASHING IS SO OUT OF WACK IT'S SO HARD FOR ME TO WAVEDASH
This game's really fun, it's super technical but insanely satisfying when you manage to get good movement off in a level and see that S+ rank. If [b]BREAK THE TARGETS![/b] Makes any of your dopamine receptors activate, then this game is probably for you. That being said though, this game absolutely isn't for everyone, the controls are exacting and unforgiving even if relatively simple in concept, and there are a lot of hidden systems that you're kind of expected to know, only because this game draws a lot of elements from its progenitor, Super Smash Bros. Melee. Because of this, people who play platform fighters would probably be a lot more innately familiar with the game. However, even with my slight knowledge of Melee, I do think the game could've done with example videos/rooms or levels that contained tidbits on how to use some more advanced techniques. I say this partially because they'd be helpful in some levels to reduce time, or in some cases clear them, but also because I play on Keyboard, so it's not exactly intuitive to understand how to do techniques like moonwalking, "pivot dropping" or "boost-dashing". I also admit that I didn't really enjoy the last few levels in the game, only because it felt like it broke away from the part of the game that was enticing, having short levels that allowed you to route in interesting ways with cool movement optimizations. The game bombards you with levels where targets can take up to 8 hits to destroy while being stagnant, so it felt like you were shoehorned into just using Shine repeatedly. Regardless, I still had fun with the game and I'll probably return to it to try and improve my time on some levels. WE ARE GETTING CARPAL TUNNEL WITH THIS ONE!!! 🗣️🗣️🗣️🗣️🔥🔥🔥🔥🔥🔥🔥🔥🔥🔥⬢ ⬡ ⬢ ⬡ ⬢ ⬡ ⬢ ⬡ ⬢ ⬡ ⬢ ⬡ ⬢ ⬡
a fun game made for a very specific person.if you do not play melee fox project m or other smash related movement games it will be a clunky hard learning curve.my complaints really stem from that feeling like more could be done to make it easier to pick up. also there is a level maker with no workshop support/way to share levels? i feel like the hard part is done i don't get the limitation.
rivals of aether on keyboard skills are pretty transferrable to this game if you change the input buffer window to match rivals
melee is good even when you're a little clown boy
i like schmoooving
This game seems like a cool concept and the visuals are nice, however; the movement is slippery and floaty at best and unresponsive at worst, sometimes tapping a directional key makes you walk slowly and sometimes sends you flying off a platform. The game also lacks a tutorial, leaving it up to you to figure out the many controls present in a game that feels like every surface, including the air, has ice physics. The whole game feels like trying to move around in a dream in the worst way possible, wall jumps and ground movement are inconsistent, and air movement feels like trying to move through jell-o.
celeste with melee fox movement? so niche but it's great
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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