
In this post-apocalyptic world, sports has been redefined. Big skyscrapers previously housing thousands stand empty and are now the hot-spots for people competing in death-defying parkour.
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.
Media
About
Genres
Stats
Languages: English**languages with full audio support
Engagement
Reviews
⠀
[h1]꧁MIESZANE꧂ [/h1] jak cukierki w sklpie na wage [h1]Fabuła[/h1] NI MA [h1]GRAFIKA[/h1] jak widac [h1]Muzyka[/h1] meh [h1]Rozgrywka[/h1] musisz zodbywaic rzecyz i isc na dół [h1]Podsumuwjąć[/h1] no mozen itkrym z was sie podba jak dla mnie to tkaie mimry z marami wienc poztyw ale jako nautral ✂---✂---✂---✂---✂---✂---✂---✂---✂---✂---✂---✂--- Szukasz więcej recnezji lub zastnawiesz się czemu tyle błedów ? Zapraszam do obserowania i przecyztania opisu na mojej grupie kuratora https://store.steampowered.com/curator/7690491-Aga-i-my/
Related
Related
Trends
Modeled estimate over time.
Hours played at review time, across 31 reviews with recorded playtime.
Gekraxel is a minimalist 2D platformer set in a world where brave athletes attempt to descend enormous abandoned skyscrapers as quickly as possible as part of a post-apocalyptic sport. https://youtu.be/W0A6GdYa2c0 Disclaimer: A Steam key was provided by the developer for the purposes of this review. As the player, you’ll start at the top of a skyscraper, working through the maze-like internals to collect a key, which opens the exit at the bottom of the tower. However, anything greater than a short fall will be lethal, so you’ll need to plan your descent carefully in order to survive. The player can run, jump, climb, and wallkick. As hitting the ground too quickly is lethal, you’ll need to make use of the climb button to slow your descent on nearby walls before landing. Once you’ve familiarised yourself with this mechanic, the gameplay is very satisfying, and it becomes a challenge of navigation, risky falls, and optimal movement in order to get through the tower as quickly as possible to score a place on the leaderboard. As the levels are generated based on seeds, there are nearly infinite amounts of levels that you can play, but Gekraxel doesn’t have any story or campaign modes to keep players interested long if theyre not interested in mastering the descent for fast times. After completing a tutorial, there are 3 for modes available to play. Play - Play mode is the least competitive of all 3 modes, and places you in a random skyscraper each attempt. There is a timer, but there are no deadlines, and no best-time ghosts to compete with. You can take your time, descend at a pace that is comfortable for you, and complete levels. If you do fail, a new skyscraper will be generated - You don’t get a second chance. I felt like this is was a strange choice, as I’d prefer to have the option to choose to retry, or have a new level generated. Daily Challenge - For 24 hours, one skyscraper will be the focus for this mode. You can play it as many times as you would like in order to improve your time, and really optimize your run. You also have the option to display a ghost of either the current world-record holder, or your personal best to compete against in order to give yourself an extra push to get that little bit faster each time. In Gekraxel’s current state, this is the only mode available where you have the option to retry a given level. Hardcore Challenge - A mix between daily and play - Hardcore provides you with the extra stress of competing against the ghost, but if you die or complete the tower, a new one is generated. I feel as though a retry button is sorely missed in this mode especially, as outside of replaying one level over and over for an entire 24 hours, this is the main competitive mode. After speaking to the devs, I feel like this will possibly change with future updates as a competitive playerbase adopts the game. Currently, It is not possible to choose a specific level to play, other than the daily, so if you have a competitive bunch of friends, or if you want to join a community to compete with, outside of the single daily level, Gekraxel doesn’t allow for two players to play the same level. The developers have commented saying that the feature is coming, so hopefully it won’t be long until players are able to challenge each other on specific stages for extra bragging rights. Visually Gekraxel isn’t the most appealing game. The backgrounds are grey, and the player is red, and that’s about all you’re ever going to see. Although it’s not a visual delight, the minimalist style helps players read the levels and action, and get important information quickly, which is important for the fast-paced decisions you’ll need to make in order to get the best times. Some of these features are extremely useful: The Circle of light around the player: This circle shows how far the character can fall without that drop being lethal. If the bottom of the circle is touching ground, it’s safe to drop to that platform. This greatly aids in learning exactly how far you can drop without dying, I felt the distance was shorter than what seemed natural. Wall Proximity Light: When above and slightly beside a wall, it will glow orange, indicating that if you drop, you’ll be able to cling onto it to slow your fall. Despite Gekraxel being very square, the orange line helps line up your drops accurately. The Key: The key to open the exit is red, but it also has an X shaped beam of light coming from it to help the player see where it will be, even before the key comes on screen. As planning your drop is important, this beam of light showing early can help you take an optimal route through each tower. In the build that I played, the sound design is extremely minimal. The sound effects work well within the game. The falling thuds sound deep and satisfying, and the walking has a nice tap to it with enough variation to not get annoying over long periods of time. There is currently no music in the game which can make the experience feel a little lonely, so I’d recommend playing with some songs in the background for a better experience. Overall, the platforming is satisfying, and the catching / climbing mechanic is really fun to execute and master. The levels are generated dynamically based on seeds, so you’ll never run out of stages to play, and if you’re competitive about leaderboards, the existing community are already blazing through the stages, leaving very fast times. In the current state, Gekraxel isn’t perfect, but the gameplay is solid, and more features are coming. If this looks like a game you might enjoy, I encourage you to give it a proper go. I personally didn’t really click with it until at least an hour in, and there is a good chance that players aren’t willing to give it that much time due to the minimalist style. Inside the game there are teams that you can join. I’ve created the best team - GameHEART Gaggle. If you want to give this game a try join my team so that we may rise the ranks together. As a final note, I see potential in this game as a speedrunner’s dream, but not in the current state due to the lack of competition on specific stages. If you’re a competitive speedrunner, and want to get into running this game, or have suggestions for the developer on how to make this a better fit for communities such as speedrun.com, join the community discord: https://discord.gg/9FEzmtc . The developers are active and willing to listen. From my time in the server, they want to make Gekraxel as good as it can be, and are happy to look into making changes for the competitive scene.
Love the minimalistic art style. It makes gameplay information (when you can grab the walls, location of the portal) display really well and you can focus purely on getting the best path or fastest time through the level. Had much fun with the daily challenge (I only played the game on launch night so far), it really scratched my competitive itch. Would definitely recommend for any precision-platformer fan.
Would be okay if it weren't for the fact that there a zero checkpoints. Anytime you have to wallclimb, you become INFURIATINGLY slow, and you have to wallclimb a lot. Paired with the one-hit kills, and the excessive fall damage, making a simple mistake can lose you you all progress. Also the game refused to work with my controller. I paid 50 cents for this game and I didn't get my money's worth. EDIT: My main gripe is how often you have to wallclimb, combined with how slow wallclimbing is.
░░░░░░░░░░░░░██ ░░░░░░░░░░░░█░░█ ░░░░░░░░░░░░█░░█ ░░░░░░░░░░░█░░░█ ░░░░░░░░░░█░░░░█ ████████▄▄█░░░░░███████████▄ ▓▓▓▓▓▓▓█░░░░░░░░░░░░░░░░░░░█ ▓▓▓▓▓▓▓█░░█░░░█▀█░█▀▀░█▀█░░░█ ▓▓▓▓▓▓▓█▀▀█▀▀░█▀▄░█▀░░█▀▀░░░█ ▓▓▓▓▓▓▓█░░█░░░▀░▀░▀▀▀░▀░░░░█ ▓▓▓▓▓▓▓█░░░░░░░░░░░░░░░░░░█ ▓▓▓▓▓▓▓█████░░░░░░░░░░░░░█ ███████▀░░░░▀▀██████████▀
If you're a fan of plattform games like Super Meat Boy where a missed plattform will be your instant death, you'll love this game. I'm not much of a plattformer person but I'll recommend it if you like plattform games.
Bu kıyamet sonrası dünyada spor yeniden tanımlandı. Daha önce binlerce kişiye ev sahipliği yapan büyük gökdelenler boş duruyor ve artık ölümle burun buruna parkur yarışan insanların uğrak noktası haline geldi.
[h1]Gekraxel[/h1] This is a game I find myself coming back to every couple of months, for one good reason: it is a very fun game. I've always loved fast-paced games. The faster, the better. The more control you have, the better. The first examples I can think of are Melee, the original DOOM, Half-Life, and to some extent even MapleStory. All classics of their respective genres, and all some of my favourites. The hours I've played at review time might not seem like much, but this is a game which I like playing in short spurts. I like checking in to play the Daily Challenge, get the record and to keep getting my time as low as possible. Of course since the community is rather small (a tragedy, it's a great game) this is not a very hard task; there's really only one or two people competing for that coveted number one spot, if that. Before I start getting into specifics I just wanna say to anyone who reads this that I wholeheartedly recommend this game. While it is incredibly tough for a new player to reach the higher rankings (SpitsLife is never gonna lose their #1 spot, it's mathematically impossible (SpitsLife I'm coming for you)), that's no reason not to try and best yourself and really push the limit of how fast you can solve a level. [h1]Two stars...[/h1] This game really was an example of love at first sight for me. The fast falls, the wall-sliding, grabbing that key and falling down the exit pipe. It's good fun. Then you do it again, and yet again. Every time you beat the level you beat it ever so slightly faster. The movement in this game is really what makes it as good as it is. Incredibly simple, and incredibly effective. The small things such as the circle around you showing how long you can fall without dying, it's all very well designed to make it as easy as possible for you to beat a given level as fast as possible. I always loved seeing my record on the Daily Challenge being beaten, because it meant that going faster is possible. The current fastest run being visible to anyone in the form of a ghost is a smart move, as it means that a level is both gonna be easy to beat fast to someone trying it for the first time. It also highlights where time can be saved, or if another faster route is available. This is a perfect example of the competitive-collaborative nature of speedrunning where everyone learns from each other while all trying to be the best. It's not just you vs. your fellow players, it's you and your fellow players vs. the game. [h1]...and a wish[/h1] Unfortunately no game is flawless, and Gekraxel is no exception. I feel like the developer and I have different way of looking at this game. Where I see an intense and competitive game focused on taking a level and squashing the time down to as low a number as possible, the brains behind the game seems to see a relatively slower-paced exploration game. Of course I don't have any knowledge of the thought process behind making the game, but allow me to explain why I feel this way: If you die in any mode other than the Daily Challenge, you are immediately kicked out of that level and onto another, random level. This discourages speedrunning, which feels odd to me as the gameplay really lends itself to speedrunning. I don't think there is anything at all wrong with what I call the "Explore Mode", which is what you get if you press "Play" on the main menu screen. The idea behind this gamemode is that you play a level no one else has played before, and if you die or complete it you move onto the next level. I just wish there was a way to replay a level or to go back to it later. The developers have said that this feature is coming for a while now, so this relatively minor complaint might not be relevant for much longer. [h1]Closing words[/h1] Amazing game, proud #3 world rank. SpitsLife, I'm coming for you. Also I have the world record on the level shown in the gif on the store page of the game and you will never beat it. Buy this game, it's dirt cheap. In fact the first thing I'm gonna do after writing this review is to gift a copy to a friend.
Nice game for chilling in the evening I love it the only thing I have to say is that it would be cool to have a recognizable BG soundtrack but for 2$ you can't make a mistake for a great game like this!
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.
Related
| Drunken Wrestlers 2 | $1.9M | 18.7K | 87% | $3.99 |
| KALPA: Cosmic Symphony | $397.2K | 834 | 86% | $19.99 |
| Retail Company Simulator | $286.7K | 736 | 91% | $11.99 |
| Coffee Talk Tokyo | $264.3K | 458 | 91% | $14.99 |
| Westview Academy - Season 1 | $195.9K | 423 | 74% | $12.99 |
| Vengeance | $67.9K | 389 | 78% | $7.99 |