
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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About
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.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Engagement
Reviews
Themes across 42 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
My brother showed me this game, and the SECOND I saw "Native GCC" flash across the screen I IMMEDIATELY knew this was going to be my jam. I love melee, I love melee movement, and this game is that movement component crystallised with a slipperiness added to it that takes a little getting used to for it to become more natural. I wrote this for other Smash Melee / P+ nerds, so please excuse the terminology for move names. The character feels like it's built on Fox as the base for "weight" and jump heights, Marth's ground traction, with Ness' aerials and P+ Lucario's up B. The character's moveset is fast and punchy for the most part, with some fast moves like upair and lingering ones like nair and fair/bair that have a wind up and extended hitbox that make them really fun to land, but with the fact that you have access to a shine that is very forgiving to multishine with (I can semi-consistently do 3 where in melee I can't/haven't tried) and the extra horizontal momentum/low traction both in air and on ground makes it feel like there's no point to using grounded moves. To that end, most of the moveset feels like it's there sort of like a vestigial organ, like it's kinda chained to its love of melee in a sense? I don't necessarily want them GONE, but I feel like the fact that there are "smash attacks" but they don't offer any advantage. alongside and the laggy as hell dash attack makes it feel like half of the moveset is just a reason to restart a run rather than having a purpose. I would want to see some advantage to them that made them interesting to route around, like making smash attacks count for multiple hits or something? uair and shine are amazing on their own so far, with fair and bair being thrown in now and then for their spacing depending on the arc/momentum of certain jumps and a smattering of nair. I've finished the first "world" at time of writing this with all the base and hard levels completed and managed a couple of S completions while I was working through it, and I can confidently say I love this little thing. Excellent visual vibes; it's pretty abstract, but like, it conveys what I'm trying to do neatly and for the most part I think it's pretty much the platonic ideal. It doesn't make any sense, and who cares; it's about the movement. Certain elements like the breakaway platforms being cartoonishly mario adjacent are distracting thematically, but they stand out neatly and make it easy to identify their current state (i.e. their breaking animation vs broken vs normal). In some spots the wobbling of the kill surfaces makes it harder to tell where EXACTLY you'll die if you touch them, but I'm not going to chase times high enough on the boards for that specific knowledge to be useful to me. Music is jammin, hunting times is fun, and I'm looking forward to what the rest of this game has to offer!
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Languages: English
Hours played at review time, across 42 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Pretty fun
game feels like im just labbing melee tech and i absolutely love it, but it would GREATLY benefit from adding some tutorials for new players that are not already experienced in "smash-bros" style movement. also having a "default to global leaderboard" option in the settings would be very nice as well (and even global leaderboard replays/ghosts would be amazing if possible) that aside though, game is absolutely amazing especially if you are already akin to platform-fighter style gameplay. its not the most beginner friendly, but the movement is DAMN smooth once you get the hang of it
movement
Se Celeste e Melee tivessem um filho, seria esse jogo. Para quem é fã de ambos (eu!), esse jogo é uma delícia, a movimentação é ultra satisfatória.
exactly what you'd expect from a melee/celeste cross-over. feels super fluid, very addictive.
Very fun. water stinky
melee meets celeste is awesome
Another game that brings platform fighter controls to a different genre. I love it! There's definitely required reading before you play this game. You're expected to already know how Shine works mechanically, and the basics of moving around in a platform fighter. If you know these things, it's a worthy test. tl;dr What if they gave Madeline Celeste a waveshine?
one of the most transgender games ever made
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Where this game's players are, estimated from review languages.
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $1.1K | 10 | 100% | $4.99 | |
| $2.3K | 11 | 100% | $9.99 | |
| — | 0 | — | — | |
| $0 | 0 | — | $5.99 | |
| $316.5K | 873 | 93% | $19.99 | |
| $185K | 664 | 98% | $14.99 |
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| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $53.9K | 625 | 89% | $3.99 | |
| $53.9K | 115 | 76% | $29.99 | |
| $53.9K | 505 | 59% | $4.99 | |
| $53.8K | 135 | 97% | $19.99 | |
| $53.9K | 80 | 72% | $19.99 | |
| $53.8K | 269 | 76% | $9.99 |