
You are Garlic, an onion-headed boy and you want to climb the Sacred Tower to meet the Cyber Goddess to seduce her...
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Languages: English
Engagement
Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Hard as balls but very fun throughout. A few difficulty spikes here and there but so long as you are patient and observe what's going on, nothing is too insurmountable.
This is a great game that I enjoyed as much as Celeste. Handles really well and the gameplay is tough but fair.
This is my favourite platformer, hands down. It can be brutal, certain sections just feel mean, but the satisfaction of getting through a tough section is liberating. The movement feels great it's just hard to learn. You are given a lot of options and mechanics for a platformer: Air dashes, wall jumps, and the difficult to use but powerful super jump. Expect to die a lot figuring stuff out but once you do it will feel really good. I've played this several times over and if anything it's more fun and satisfying the second time around, once you have a good handle on the controls. The graphics are fun, the game is silly, and whilst I think the humour may be weird to some people it gives the game a unique personality and identity. Overall a fantastic game but definitely aimed at those who are willing to challenge themselves for it.
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Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
Hours played at review time, across 40 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
indispensable para los fanáticos de los plataformas en 2D
I wish I was able to enjoy this more. For part of the game I kept going despite many deaths, as I hoped to find the same "magic" that kept me going with [b]Mute Crimson Plus[/b] and [b]DX[/b] (my model of hard games that still find the right balance), but at some point frustration simply overtook fun. The game always opens by showing off the ability to bounce on walls, floors and ceilings multiple times but there is rarely ever room to really make good use of that and it is, in fact, one of the "best" ways to just die; what can be seen in the trailers is hardly achievable. Even the mechanic of sliding off walls or slowly climbing them becomes an enemy sometimes, because the character may end up sticking to a wall by a few pixels rather than squeezing into a passage, leading to undeserved deaths. The use of colors is the first thing that gets noticed about the game, as any given screen has got only a few and it uses them greatly, even if, ultimately, many of those limited palettes are the "usual" Game Boy and Super Game Boy ones. The variety of enemies is quite nice and they are all greatly designed and animated, including the consistently ridiculous bosses, and several obstacles are drawn with care. The overall look is stark and distinctive. There is a definite homage to Akira Toriyama (a recurring minor character is very similar to his self-caricature) but also to memetic anime faces, with some offbeat humor that also gets a bit raunchy at times - I could have lived without the minigame where Garlic teleports between lockers to avoid being busted perving on the Goddess. Like it or not, however, the game definitely doesn't lack character. Checking playthroughs, I can see that [b]Garlic[/b] is really long for the genre, although the latter levels definitely recycle a lot from previous ones, making for a case of "overstaying its welcome". Still, I don't feel like condemning it, it's just made for a rather specific audience that will appreciate it more than I did.
cool platformer, i love the art style and the level design; you do need the beta for the achievements to work, and you’ll have to restart the game if you’re deep into it
peak
+++++
A tough game, with enough humor and bounce to really carry it. Great in short bursts, play it too long and you'll snap a controller. Great stuff I just wished the acheivments worked.
garlic is the best, hardest, level-based style runner since super meat boy.
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.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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