
No online, no services, no DLCs, no open-world, no rogulike, no roguelite, no metroidvania, no backtracking. Can't say "no god" cause god participate in one of boss fights. Not on your side. It's just straight line from start to finish. And skill required to get through it. Party like 1989.
Revenue comes from in-game items and microtransactions, which our price-based model doesn't estimate. Copies below reflect the player base, not paid sales.
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Честно - Может в игре и неплохой геймплей, но через ужасный визуал и никакой сауд к нему не пробиться. А так игра просто шик! Если выключить звук и закрыть глаза, так вообще идеально)
"Explaining every string" is described by the developer as the kind of game they wanted to make when they were 8 years old. Presumably when they turned 9, they published it, because this looks and plays like garbage. Not to disparage kids from wanting to learn game development, but it's a serious endeavour. You can't just get the thing to build and run and then immediately grab dad's credit card and dump it on Steam Direct. This 2D pixel/minimalist train wreck comes in the form of a very lame 2D top down shooter, although at least the developer put in some effort and make bespoke levels and boss fights instead of relying on procgen as a substitute for content. Kudos for that. Unfortunately being a genuinely, sincerely made game is not enough alone to create an excellent gaming experience. This game features very lacklustre minimalist/pixel "art" for graphics instead of anything remotely contemporary. I'm sure the "developer" thought this would come across as "artistic", but it doesn't, it comes across as "really lazy" and looks bad as a result of their lack of interest in doing their job properly. Developers must try to understand that gaming is a visual medium, and gamers spend a lot of money on high end gaming rigs for a reason. And that reason is not so they can look at lazy, phoned-in half efforts like this. The developer chose not to do the job of a real game developer and create meaningful bespoke levels, narrative based gameplay progression and so on. Instead, they decided that "Procgen IS content!" and lazily tried to use procgen algorithms to create infinite, samey, repetitive, soulless levels, because that's a lot less work. As a result of this poor decision, the game gets tired and repetitive almost immediately. Developers must learn that procgen is a terrible substitute for creating real content. It should not be used as "ez-mode" for content creation, as the developer tried to do here. Not every "free" game really is. There's often MTX, or content locked behind DLC, or donations being requested, or any other number of things that could mislead gamers, but in this case I'm glad to say this really does appear to be a fully free game. Nothing demonstrates a developers belief in themselves and their work than giving it away without any remuneration. This is a service to themselves, and the gaming industry, and should be applauded. Of course, just because something is free, doesn't necessarily mean it's valuable. Even though this is "free", it failed to appeal to the 120 million+ gamers on Steam. SteamDB showed the game peaked at only 3 concurrent players... this is a dismal public reception. This was so bad they couldn't even give it away. Bearing in mind that free games don't add +1 to your game collector count, should you bother adding this to your library and downloading it? Not this time. This isn't worth downloading. While this won't cost you any money, you get what you pay for, and sometimes, even when the game is free, it's still not enough.
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Concurrent players on Steam, sampled daily since tracking started.
Çevrimiçi yok, hizmet yok, DLC yok, açık dünya yok, rogulike yok, roguelite yok, metroidvania yok, geri izleme yok. "Tanrı yok" diyemiyorum çünkü tanrı boss dövüşlerinden birine katılıyor. Senin tarafında değil. Baştan sona sadece düz bir çizgi. Ve bunu aşmak için beceri gerekiyor. 1989'daki gibi parti.
i played for 6 minutes and got a headache, its not a good game.
[h1]コンセプトはわかるがちょっと…[/h1] 砂漠ステージまで来ての感想。 作者が8歳の頃に作りたかったゲーム。内容としては敵を撃破していく全方向STG。もしかしたらその頃の雰囲気を反映しているかもしれない。「これはなに?」みたいな画面がそれなりに出るので、そこは子供のすることとして楽しむのはありだと思う。マップみたいなあれは本当になんなんだ。 ------ ※キーボードの場合 移動:WASD 照準:マウス 攻撃:クリック ダッシュ:スペース 数字キー:攻撃切り替え ------ それはそうと、見づらい。 画面サイズは正方形で良い感じのサイズに調節できず、ディスプレイによっては下の方にあるいろんなものを表示できない。もちろん小さくすれば画面に収まるが、今度は自機も敵も弾が小さすぎて見えないなんてことに。なお、背景によっては自機の弾は見えない。 そして見えない壁が見えない。見えない壁としては正解ではあるものの、見えづらい or 本当に見えない壁が妙な形になっているので動けると思って動けないことがそれなりにあった。砂漠ステージは狭さと敵の配置も相まってかなりきつい。 あと気になるのは仕様がわからないものがあること。使えていた特殊攻撃(右上表示、数字キーで変更)が突然使えなくなる。そういうルールなのかもしれないが謎。メニューの特定の画面から戻れないのも謎。 もう少しバランスがなんとかなっていれば最後まで遊べると思う。現時点だと厳しい。
Good game :)
☀️
This game is a good challenge for true gamers.
gay game
Игра "Explaining Every String" – это уникальный и захватывающий опыт, который заставляет по-новому взглянуть на обыденные фразы и выражения. Концепция проста: вам дается строка текста, и ваша задача – максимально подробно и креативно объяснить её значение, контекст и возможные интерпретации. Что делает эту игру особенной, так это её открытость для воображения. Здесь нет правильных или неправильных ответов, есть только ваша способность видеть мир под разными углами. От простого "Привет" до сложной цитаты, каждая строка становится отправной точкой для увлекательного путешествия в мир лингвистики, психологии и культуры. Игра отлично подходит для развития креативного мышления, расширения словарного запаса и повышения общей эрудиции. Вы обнаружите, что начинаете замечать нюансы и подтексты в повседневной речи, которые раньше ускользали от вашего внимания. "Explaining Every String" – это не просто развлечение, это интеллектуальный вызов, который может вдохновить на новые идеи и открытия. Рекомендую всем, кто любит думать, анализировать и находить скрытый смысл в самых простых вещах. Игра затягивает и стимулирует ум, оставляя после себя приятное ощущение расширенных горизонтов.
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.
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