
Jump, hover and clean your way through this precision platformer combining permissive jetpack mechanics with a compassionate narrative about getting lost in your own fear.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, German, Portuguese - Brazil
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Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Just an amazing game like 🍓 Celeste! It has a lot of settings even for speedrunners! That's cool, highly recommend it!
A fun precision platformer that seems heavily inspired by Celeste. It does more than enough to stand out however, with a heavy focus on its unique hoverpack mechanic. Well designed levels and a solid difficulty curve made this enjoyable enough to recommend! Check out https://store.steampowered.com/curator/41559946 for more recommendations!
I love 2D/3D platformers (mainly those that would fall into the category of precision platformers); I went into this game hoping to find another great platformer, and Germinal did not disappoint. The jetpack gimmick feels nice, and jumping is pretty floaty to complement the amount of aerial movement required in the game. There are collectibles hidden throughout each stage, and they each provide engaging challenges. Each stage of the game explores different mechanics with level design, and they all work quite well. The time trial mode was rewarding and enjoyable. The harder versions of each stage were difficult but still fair. The art is wonderful, and the game sounds amazing. I do have a few nitpicks from my experience, though. [list] [*]While the art style is great and pleasant to look at, a few of the areas look extremely similar aside from a change in the background color. [*]The ending of the final stage can easily be cheesed by [spoiler]avoiding the germs that start the chase sequence[/spoiler] [*]There is a boost that can be performed by holding the hover button on the ground and jumping, but in my experience, it never felt practical to use it often since the stages were not designed around it. Trying to boost immediately after landing will often result in hovering just above the ground. [*]During the time trial mode (in the first stage), I respawned inside the ground collider, and I was forced to reset the run (this was the only bug I had encountered, though). [*]While the level design is mostly great, I noticed many curved or diagonal walls. Attempting to jump off of those walls will promptly result in hitting the bottom of a tile. In a game that often utilizes wall jumps to keep the player airborne, the curved walls felt pretty uncomfortable. [*]You are not able to pause during dialog. [/list] Germinal is an underrated game. if you enjoy precision platformers like Celeste, you should definitely try this game.
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Hours played at review time, across 40 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
This game is quite fun. Lots of unique mechanics, inventive level design, good music, satisfying particle fx, and neat speedrunning mechanics and skips. Carrying the cat through the campaign has been a satisfying and fair challenge, even in the hard mode levels. The story resonated with me in a big way because I was very germaphobic in the first year of COVID. I had never been germaphobic before, and it impacted my relationship with my ex significantly. Room for improvement: -Mainly the spawns, a lot of rooms have poor respawns with unnecessary walkbacks. There's also a room in the final checkpoint of the final gameplay chapter with several midway points that feel like checkpoints but are not. I'd love to see the respawns overall improved. -Corner correction when there is a hazard on a surface. There are lots of times in the game where you are jumping over a pillar which has germs to kill you on top of it. It's very easy when attempting to jump over these pillars to clip the corner on your way up, and it would have been nice to have more leniency here overall. -The speed of the hover particles. The fall speed of the particles, specifically when you hover, is very very slow, and this led to some frustrating deaths (especially with the cat) when trying to hover over some germs and then land on the floor upon clearing them. I think these particles could use a small increase in speed. -[spoiler]A tutorial for the secret boost mechanic. Especially to explain what the difference between the two is. I still haven't figured out precisely how it works, or what the difference is, as I unlocked both achievements at the same time.[/spoiler] Overall, I would say this game deserves a lot more praise and recognition than it received. I genuinely think fans of hard platformers would enjoy the game. If you don't care for the story, turn on auto-cutscene skip (this is incredible to have as a feature by the way).
Germinal is a fantastic precision pixel platformer. You control a guy with a jetpack and you have to maneuver through rooms with obstacles. This game is definitely just for people who have a very good reaction because it is quite hard and it gets harder with every level.
hardmode unlocked :)
Germinal is a good platformer with precise controls, an okay story and mostly good level design. The game is however held back by poor readability, somewhat janky fluid physics and suspicious hitboxes. If I could, I would give this a "sideways thumb". The game itself is decent, but there are many smaller frustrations piling up throughout the game. The core gameplay itself is solid, and does not overstay its welcome. You have a very high jump, a fast-fall, wallslide and walljump. What makes this game unique is your stamina based abilities to hover and double jump. That said, the game suffers from some frustrating moments which come from either janky gimmicks or visibility issues. First of all, the biggest offender, the double jump. This shared the same button bind as your jump and wall-jump. With no option to re-bind the boost/double jump, you may find yourself wall-jumping when you mean to boost, and boosting when you mean to wall-jump. The walljump is very sensitive, almost like there is a magnet pulling you to the wall, which is good in most cases, but mixing these items will get you killed as stage gimmicks react differently to your boost and wall jump. Secondly, the ceiling-climb. The game may require you to climb on the ceiling. The game will often have you climb the ceiling and jump off, often around a corner and on top of the ceiling you were just climbing on. This would be okay if it weren't from the fact that there is no "swing" mechanic to let you gain distance from the ceiling you were just climbing on. You will often find that when attempting to do this action, especially in succession, you will often time "bonk" on the ceiling and fall to your death, or you will climb too far and just fall off. I tried different distances while in a safe area, and it felt rough. The third problem which sticks out throughout the game is poor visibility. Now, I play many different games, and I have never considered using color or visibility accessibility features in any game before this one. In the end, I decided I wanted to play the game with the default settings, but man it gets rough. There is a lvl where you have a thick, purple outline covering the border of your screen, so you can only see the middle. This "fades" into the lvl. Germs which are green look purple in this mode, and I died many times to thinking I could clean something, but they were a different kind of germ. The lvl design is also not made with this tick outline in mind, as it completely covers and hides important gameplay tiles you will need to finish the lvl. You have to do multiple leaps of faith "off screen" and randomly press the jump button hoping you found a wall, or jump off into the distance hoping the trail of germs the game is showing you will end when you reach the end of the screen. While the purple screen smoke is only there for a small part of the game, the game also suffers from boxes in the background sometimes looking like solid platforms, but when you try to land on them they're not, the "trash" in the party lvl sometimes blended so well into the background I could not see them while rushing through a lvl, the "pillows" that jump at you when you use water are sometimes not telegraphed, they will just hit you in the face the first time you try to complete that room like it's a "gotcha" moment. Also, the trails of flying trash have transparent smaller trash flying after it, this also looks like it is just a visual effect, but it is not. Some levels are so dark you just have to guess where to go and hope you land correctly. You will often have to clean areas where you are landing, this sounds fine, but the jetback water feels inconsistent, especially when cleaning vertical pillars of germs. Making a game like this, in the artstyle they chose, it cannot avoid getting compared to Celeste. Other than the graphics, the story, and it being a room-based precision platformer, it does not try to be celeste. However, with the comparisons the devs are welcoming making a game like this, I am not sure they do themselves any favours. While the game is good, it simply cannot compete with what it is undeniably going to get compared to. So, should you play this game? Maybe. If you are looking for a decent B-grade platformer to play over a weekend and you already played the great ones, this is for you. I enjoyed my time with it, and I am sure you will too. That said, I do not think this is for everyone. There are some rough edges, I found that the music was a mixed bag containing everything from "please turn this annoying music off" to "okay, this is quite pleasant to listen to", I did not care for any of the characters, and I found myself actively disliking the main character. This game is made by a small teams of devs, and they should get all the praise in the world for releasing their game in the vision they had. I hope they are successful enough so they get to continue making new experiences for others to enjoy.
If you like Celeste, you'll love this game. It's short, sweet, and a good challenge. Just calling it 'Celeste with a jetpack' would be underselling the game hard, but you can imagine it as Celeste with a jetpack instead of a dash ( well, mostly without a dash. ;] ).
As a standalone game, I think this is solid. Precision platforming built around a double jump and hover mechanic that share the same meter so the game becomes about figuring out which moves to make where while also dealing with whatever platforming puzzle or obstacle lies in your way. And there's a good number of obstacles built around these mechanics, and unique level gimmicks to keep things feeling fresh. It's a fun time that can be challenging, sure, but rarely does it feel "too hard", or thereabouts. But, also, it is literally impossible to not compare this game to Celeste, because the game is mimicking it almost to a T, to the point where it's kinda frustrating. EVERYTHING must be like celeste. The visual style? Celeste. The plot about anxiety and fear? Celeste. The level structure of linear gauntlets with optional collectibles off to the side? Celeste. The platforming design that's oft as much a puzzle game as it is a platformer? Celeste. A lot of the gimmicks even bear resemblance to gimmicks from Celeste. It's flagrant. It begs the comparison, and it's a comparison it's inevitably going to lose. And my main frustrations with the game pretty stem from the specific aspect of Celeste it's based most of its gameplay around - stamina management. Everyone's [i]favorite[/i] part of Celeste, I'm sure. No, it really wasn't. And this game's SUPER touchy about stamina management, too. Most of the struggles I had were not because I was failing a jump or platforming challenge, rather, because I just ran short of stamina to make it through a section. Just whittled down my bar slightly too far so now I can't do that last jump input. Don't have quite enough fuel to make the hover. It feels. Bad. To fail in this way. Celeste did have [i]some[/i] stamina management puzzles but they weren't all that frequent and generally were overshadowed by the cooler, movement-based challenges. Not the case here. There's also, towards the end of the game, challenges based around spraying purple blobs, which... feels bad. Especially so with how ungodly huge the hitboxes in this game are compared to its source of inspiration - feel like I had a lot of cheap deaths due to barely clipping a hitbox here (and even sometimes touching a WALL that had a blob atop it would kill me - feels awful!) The game also generally lacks for, like... fun momentum-based challenges. Aside from the last B-side (oh, btw, this game has Celeste B-sides because of course it does - no C-sides to be found, though, or at least I haven't found any!) you're pretty much gonna be moving at the same speed the whole way through. There [i]is[/i] a boost mechanic that I only vaguely understand how to use, but it's never required at any point in any level and the game never teaches it to you. This kinda feels more like a nitpick, but, hey, it's something I noticed. I also feel - and forgive me for soapboxing a little, but, this is important - that the narrative is a little... improper. It's obviously something that spawned as a result of covid, but the narrative differs in that... well, the epidemic in this game ends, fairly early on even, and the rest of the game is spent making the main character look like a paranoid freak. Which, in isolation is fine... but I feel like a lot of people don't really understand that covid isn't over, that it's still infectious and ever-evolving, and that we don't fully understand the consequences of long covid yet, either - sure, maybe you survived the initial infection, but at what cost? Sure, it's not as immediately deadly as it used to be, but that doesn't mean it isn't still dangerous. I understand the game's not trying to be about that but it feels like a really bad message to send at this specific point in time, I dunno. Also, minor nitpick, but the game entirely taking place within a house means there's not much in the way of visual variety - no particularly interesting backgrounds, hell, every room has a wallpaper background with at most some wall hangings because - again, a house. And since every other cue of its visual design is taken from Celeste, well, it's not very interesting to look at. I dunno. I'd definitely be giving this a "meh" if steam allowed it because, like... there's no reason to play this when you could be playing Celeste or one of the many free Celeste mods (that also often tend to add their own mechanics - someone could probably make this entire game within Celeste with what that mod scene is capable of). But it's a perfectly serviceable precision platformer, and I've certainly played worse - the era of Super Meat Boy and its clones was DIRE, y'all - so I can't say I'd recommend against if it you really need that precision platformer fix. I just. Don't think there's much, like, [i]special[/i] here, just base competence. It's fine.
8/10 bgm行,难度曲线行,玩法还行。倘若后期不开帮助模式,那就比蔚蓝难。主要难点在于,千篇一律的能量不够,你要合理规划能量。这点是扣分项。
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