
Fenix’s village was decimated by a huge explosion, leaving only our hero and the mysterious Oktarus. As Fenix, track down this shadowy villain through nine worlds, defeating brutal bosses and hundreds of minions bent on your destruction.
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About
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English
Engagement
Hours played at review time, across 48 reviews with recorded playtime.
Reviews
Themes across 48 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
Fenix Rage brings back the fun of classic hardcore platformer action. It's mainly inspired by Super Meat Boy and most levels really have the same difficulty as you had in Super Meat Boy. If you are an old-skool gamer like me you will have lots of fun with this challenging game. Instead of raging I'm mostly smiling. Why? Because hardcore platformers almost aren't produced (anymore). Super Meat Boy has been a while back now, and after completing that it was really time for some new hardcore platformer to make me frustrated and give me a real challenge. The game has over 200 levels, each as frustrating as any and each level can be played in 3 different modes: normal, challenge and godmode. I am yet to figure out what godmode is, as I haven't unlocked that yet. Normal let's you play through the levels, well.. "normally", while challenge gives you even more of a challenge by limiting the dashes and jumps you can make per level. Besides that there's also one cookie in every level to collect to unlock (real-life!) recipes and there's hidden "red cubes" which you can collect to unlock a bonus world with hidden levels that give you even more of a challenge. There's 4 different themed worlds, each with their own unique (challenging and frustrating!) boss and after you beat the last one you unlock another 4 new themed worlds, which are inspired on the levels from the first 4 worlds, again with entirely new unique bosses. You could see the other 4 worlds as the "dark world" from Super Meat Boy, so to speak. The last 4 worlds will definitely give you the real challenge, and I've spent a couple of hours already trying to beat these. I am currently at 8 hours of playtime and only in world 5, so the game will give you atleast 20-25 hours of unique playtime, so it's really worth the money! After you beat everything you can collect yellow stars, by completing each level within the timelimit that the developers set for each level. These yellow stars can be spent in the "arcade shop" where you can buy about 10 unique minigames and where you can try to get into the highscores, which are shared online through Steam. The best times of each level can also be seen on online leaderboards. Then there's also a lot of achievements to collect, including hidden ones, so this will surely keep you busy for a while! :) The graphics are also unique and stylish and the soundtrack is sweet and gets you pumped, although perhaps they could have used more varying tracks for different worlds. I would give this game a 9/10. I would say regularly update the game with new levels or perhaps add a level editor with the ability to share your levels and worlds online to make this a perfect game. I would also love to see more of the "Fenix Box" levels, which look very classic (I believe from early in-dev times). Other than that, retro hardcore platformer, surely recommended, especially for this price! Developers are also very nicely in touch with the community and are actively listening to your feedback. :)
This is more a mixed review than a negative one. I purchased Fenix Rage because the experience seemed similar to Super Meat Boy, but two factors have depleted my motivation to continue. (I'm currently in the middle of World 5.) There is a distinct lack of enemy variety. Predominantly, all you'll see are enemies that move back and forth in a straight line, or that jump in place, which is nearly the same thing. It isn't until you've completed around 80 levels that you'll see enemies with different movement patterns, and by that point I had already grown tired of the level design. Even many of those later levels apparently focus on the straight-line enemies. Similarly, maneuvering Fenix often involves no more than button-mashing to take a straight line through openings in between the aforementioned enemies. In most cases, you'll either mash the jump button to ascend, or the dash button to move sideways. There are no precise wall kicks or nuanced, curved jumps, and Fenix's vertical speed feels rather slow. The idea of infinite jumps and air dashes sounded exciting, but ended up being more simplistic and repetitive than I expected. If neither point fazes you, and you seek another precision platformer, I'd say there's a good chance you'll enjoy this, even if it didn't quite meet my personal expectations. Otherwise, perhaps you'd be better off with another entry in the genre.
I played Fenix Rage for a few hours last night and had a great time. The response to the controls felt really good, and I could command great control of the character. The game starts out leading you to believe "okay, this isn't going to be THAT hard...." ..... but after only a few levels in, you realize what you are in for. Flying chaos involving jumping, dashing, fire, and ice. I keep seeing reviews comparing this to Super Meat Boy, which I have also played. I liked SMB as well, but this game does have an altogether different feel to it, which I like. I have a few hours in and have barely scratched the surface and look forward to playing more! Oh, and one more thing. The music is pretty ridiculously awesome as well.
Why is there RNG in my precision platformer? And why so much of it especially? Like, I just. I can't get past that. A lot of the bosses and even some of the stages (world 5 especially) have huge RNG factors in their levels. In a precision platformer! Idiots! Ugh. Oh, also, it's not really a platformer? No need to jump between platforms, you have infinite jump and dash. It's more a flying game than a platformer, and that's fine, the levels are designed with that in mind. But then. Why are the walls so sticky if you literally have no reason to wall jump, ever? Really quite annoying. And a good chunk of the levels in the game are just... enemy spam. No rhyme or reason, toss enemies everywhere, just let the player figure it out, WHATEVER AHAHA. That's another thing. There's just too many levels, for how little creativity is on display. It gets stale, the only really big shift comes in world 9, where a lot of the better levels are simply due to being unique, but even that world has some enemy spam levels too. All the worlds are pretty visually indistinct, as well. Bright colors, thick line style, similar fake-guitar gamey-type music that I turned off at some point out of annoyance. Can't tell the worlds apart. It even does the super meat boy "dark world" type thing (not even close to the only thing it steals from that game and doesn't understand; cookies = bandages, red cubes = warp zones, etc.) but because the worlds are so indistinct it doesn't even matter. And the dark world remixes of a lot of levels... aren't noticeably different. Really the game barely even has a difficulty curve, it stays in about the same place throughout the entire game, I felt, maybe a tiiiiny bit harder? There's plenty to like here too though. The two extra modes, challenge mode and god mode, are both pretty interesting twists that are definitely more than just "replay the entire game but in a slightly different way" and I enjoyed both for the most part (though some god mode levels are a bit too strict with their time limits, I feel. Meh.) The controls are good and polished and all, never had issues with jumps or dashes being dropped. It's hard without ever being as crazy-hard as meat boy or dustforce or the like, but the option to speedrun and collect goodies gives you extra, optional challenges, and there's plenty of content here for your money. I wouldn't call it an awful game but it doesn't stand out in my mind beyond the negatives and I don't see myself returning to it. It'd be in the "meh" category if steam had one of those. (Seriously, get on that, valve, "yay or nay" is not enough options.)
If you're looking for a hardcore platfomer like [u]Super meat boy[/u] yet totally different with his unique button-mashing mechanics – infinite jump and dash super quick. This game is alot of fun and everything is well polished, the art direction is so colorfull and vibrant, sharp gameplay and catchy music. On top of that you also get rewarded with COOKIE recipes made by the developer sister ! http://steamcommunity.com/sharedfiles/filedetails/?id=336526328 [B]9/10[/B]
抖M过关游戏,类似超级食肉男!不过这游戏可以无限跳! 可~敌人也一样很恶心,一碰就重来~ 而且设置选项似乎没法保存···还改不了分辨率~emmmm~
Fenix Rage is a cool game. I like the style and the super fast respawning aspect. However, the game was too hard for me. I have died too many times in the early stages that i felt should not be this hard. I'm recommending this game based on me doubting my skills and thinking that other players probably prefer harder games than I do. TLDR; cool and hard indie platformer game.
Had a blast with this. Fantasticly tight controls, neat mechanics, challenging level design. Haven't had a platformer this satisfying since Super Meat Boy! Definitely a must grab for platform fans!
Remember Super Meat Boy? This game is very much like it. Fast-paced platforming that requires pixel perfect maneuvering, with a pumping soundtrack and level-based leaderboards. If you like SMB, get it. If you don't like SMB -- you won't like this either.
[quote]Follow my Curator page, [url=https://store.steampowered.com/curator/41363546-Fruit-N-Doggie-Reviews/]Fruit N Doggie Reviews,[/url] so you can be updated whenever I post a new review.[/quote] [h1]Overall Rating - Seriously Flawed ★★☆☆☆[/h1] [h1]First Impressions[/h1] When I looked at the year Fenix Rage (FR) was released, I wasn't that surprised it came out in 2014. I knew it had been a long time since I'd seen people playing portions of this game on YouTube. Perhaps the faux outrage at their platforming fails kept my own interest low, but this title isn't getting any younger, so with its small download size, I decided to try it out. [h1]Gameplay[/h1] The title of the game didn't inspire much faith that it'd make for a fun time, as it suggests one of the goals is to make players angry at multiple mess-ups. Despite this sense of foreboding, the first world is made up of cake walk levels. Making contact with any enemy or obstacle leads to an instant-death, but none of the layouts are that precarious or tricky. Additionally, each level has an optional cookie to collect, as well as a speed-run time to beat. Over time, new mechanics are introduced, such as lasers that teleport you to a laser of the same color, and fire blocks that ignite you so ice blocks can be broken through. In addition, the difficulty increases fairly fast, as the game's title becomes more of an intentional goal, trying to annoy the player with hard set-ups. Unfortunately, the developer probably had 100 level concepts within them, but doubled that amount for the sake of bulking out the release. Many of them are just so bland and boring to play through. [h1]Controls[/h1] Many platformers limit how often you can jump since clearing gaps is often part of the challenge. However, not only can you jump with no restrictions, allowing you to constantly stay above the ground, you can do the same with dashes, able to sprint rapidly across the screen. As the difficulty increases, the need for tight, precise inputs becomes essential, so you can respond quickly enough to stage hazards. FR is able to process your inputs properly, you just have to ensure that your control scheme is compatible with your own preferences and abilities. [h1]Story[/h1] Despite opening with a cutscene, and beginning and ending every world with more images showing the protagonist and antagonist interacting with each other, I didn't really know what was going on. They aren't video clips, just a series of pictures, that don't have audio clips, dialogue, or subtitles. With no context provided, all I can say for certain is that a guy that looks similar to the player avatar is being a jerk. As for his motivation or end goal, I haven't a clue, so the developers might as well not have even bothered. After all, the gameplay of getting to a blue box doesn't seem relevant, because I've no idea what repeatedly doing that is accomplishing, “By collecting intergalactic pizza boxes, I can get my revenge on this jerk cousin of mine.” [h1]Visuals[/h1] It's not inherently the worst thing when you can tell an indie platformer is composed of a grid and tile system. However, almost every object is shaped like a square, which doesn't help develop an illusion of this being an actual place, or part of a larger world. After all, how many animals are known for their box-like structure, or for having 90 degree corners? Referring back to the unexplained matter of bee-lining for the blue squares, the way levels are established seems all the more convoluted because they look so unnatural. When you're completely surrounded by dirt on all sides, it just begs the question of how you got there in the first place. [h1]Sound Design[/h1] Each of the worlds have their own song, which suffices for the first few worlds, since it won't take long to clear those levels. However, as the difficulty rises, it'd have been a good idea to add a few more songs so that it wouldn't endlessly loop while somebody is stuck retrying levels numerous times. With achievements that include dying 100 times in the same level, it's obvious what the developer's intentions were, so it just strikes me as lazy to not have more consideration for the player. While playing the game, the music won't get disrupted if you die, move to the next level within a world, or pause. It's not featured in every world, but if you fight a boss, it has a distinct song, although the one from the second world wasn't that engaging to listen to. [h1]Pros[/h1] 🌟 Despite not having more music, when you keep dying, it's not interrupted or restarted each time. That's a good design choice. 🌟 Having limitless jumps makes for a different style of challenge in a platforming game. [h1]Cons[/h1] ❌ I don't think I've ever seen another game make objectives and enemies squares so it'd fit the grid system of their visuals. You'll notice that Super Mario Bros. didn't need to resort to that. ❌ Most of the first world looks empty in contrast to the following levels. Maybe the developer thought people would rage more if they started off snoring. [h1]Tips[/h1] 🔍 Determining a good route to follow is a significant part of the challenge. Branching paths are often symmetrical, so going left or right doesn't actually change much, it's more about the best way to weave around enemies. 🔍 You can jump and dash without limitation. The only thing that'd throw you off is not having a control scheme that lets you do the inputs fast enough. [h1]Final Thoughts[/h1] I've found myself in an unfortunate trend of selecting platforming games that start off tame, and decide to ratchet up the difficulty until most people rage-quit. With the way trends wax and wane, I wouldn't be surprised if at that time, developers were merely trying to keep up with a fad. It's no different than the spate of climbing games, inspired by Bennett Foddy, trying to become the next must-stream title, “I think I made progress, but then I fell down a long distance, and have to do it all over again! Isn't that delightful audience?” Since I'm not performing for anybody, such antics get more tedious and boring than rage-inducing. You can't really get that angry when you're apathetic, which is how I feel about FR. It's not worth the effort of getting that salty and ticked off. Many others must feel the same, as only around 20% are willing to die 100 times, because they already dropped this game. [table] [tr] [th]PC Specs[/th] [th]Performance[/th] [/tr] [tr] [td]Ryzen 2700 RTX 2070 16GB RAM ADATA SSD 1920x1080 [/td] [td]The game ran without incident on default settings. 💖 - FR is healthy [/td] [/tr] [/table]
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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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Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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