
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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Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Germinal features a jetpack-based precision platformer, which is a genre I don't think I'll ever tire of. It's a little slower than most, which I feel opens it up for casual gamers, but that doesn't mean it's easy! I've died a couple of hundred times already =) Germinal may not look like it, but it's definitely a precision platformer so prepare to die a stack of times! But if you're up for the challenge it's very polished and fun. Great for casual gamers too. For more niche curation, follow me at: https://store.steampowered.com/curator/27440015-CSH-Picone/
The simplest description for this is Celeste meets mario sunshine. That's ultimately why I got it so if that's what you want then it is definitely that. Though with that being said, this game really is inspired by celeste. You can tell looking at it, but the level design and obstacles also feel really similar. Not inherently a negative, but depends on your feelings about that. Personally I think there are a couple design ideas from celeste they borrow that don't particularly work with the system they have. The main one I feel shows this off is they have a refill system like celeste, except this game doesn't have a dash button. it has a double jump and hover. It is used fine here but sometimes you are expected to use it to refresh a double jump quickly and it can get really finicky trying to chain double jumps between normal jumps and movement. Also some collisions can be annoying and sometimes I think it prioritizes the wrong actions. It almost feels like wall jumps and wall slides are considered the most important action you can take and it will make you mess up a lot. This actually also lead to a really weird issue where the game seems to want you to go over a wall with spikes on top but it's inconsistent on if you will go over it or not. And I had issues at the last level where a jump was on a spiky "stair" shape and I managed to get stuck on the edge. And in this game you can't recover on the same wall like in celeste. Also the story is the other major part of this game. I didn't particularly care for it. It isn't bad or anything but I wasn't super interested in a pandemic story. Maybe when I'm farther away from the actual pandemic. Ultimately this is a neat game with some quirks that I wish was a little less similar to celeste.
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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
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.
如果一个游戏只是有点像《蔚蓝》,我会把它当成新游戏玩; 如果一个游戏完全就是他妈的《蔚蓝》,我真的会本能地使用《蔚蓝》的手癖和操作习惯。 于是:这游戏与蔚蓝的任何不同,和设计上的任何缺陷,都会变成负反馈、持续地折磨着我。 这绝非理智可以控制,而是一种肌肉层面的别扭感觉,而 “感觉” 是不能骗自己的。总之就是折磨。 [b] 而且,这他妈是煤球爱好者做的游戏 作者把所有碰了就会死的东西都画成了煤球,主角就是个清洁工在扫煤球 在蔚蓝玩家最讨厌的10大机制中,煤球占据了全部的10席 所以到底是谁在喜欢煤球??? [/b] 在这款游戏中,你可以看到:[spoiler] 煤球 煤球 × 114514 煤球 × 1919810 煤球毛 旋转煤球 高速追踪煤球 人肉自走煤球 8A火球 8A冰球 乱晃的弹球 不 让 你 冲 刺 为初见杀而设置的单纯煤球 为了卡头而设置的单纯天花板 为了卡脚而设置的单纯台阶 本能地搓corner boost就会死的煤球地形 扒在顶端会死的传送带 冲出去会死的绿泡泡 不刻意进行多余微调就会死的神秘平台设计 完全幻视成4B和5A和7A和9A的关卡设计 O s h i r o 不是哥们,煤球的尾气为什么他妈的会杀人?? 节奏块他妈的会卡死人 切版不重置体力导致的手癖混乱 跳跃高度不同导致的手癖混乱 吃水晶缺少冻结帧导致的手癖混乱 复活后诡异的机关相位 复活后残留的预输入(喜欢我开局自动搓个二段跳吗?) 什么叫屏幕四周有一圈暗角??? [strike]什么叫不能蹲跳,小洞洞钻不进去[/strike] 二段跳和踢墙跳会互相误触(这个真的畜生完了) 反直觉的体力重置条件 以及无尽的体力管理,体力管理,体力管理,和体力管理 [/spoiler] 总结:平台设计硬伤太大,太容易卡手,明明在照搬蔚蓝,但细节这一块差得太多。 如果你不那么像蔚蓝,我便不会将你与之相比; 但是你实在太像蔚蓝,我就算心中不想比,手自己也在比。
好玩捏,玩过塞莱斯特的应该尝试一下绝对不亏
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。
什么都好,刚刚好蔚蓝打的有点腻换换口味 好玩是真好玩 ==二编== 这游戏真的是什么都好结果一看tag我去一张同人图都没有 好冷一坑 无所谓我来产粮!
好游戏,很久没玩到这么有趣的平台跳跃游戏了,喜欢蔚蓝的一定不要错过
Great game! If you loved Celeste you're going to love Germinal. But don't take this as "it's a Celeste clone" because it's not. Of course there are similarities, but I think it has its own identity: The main jetpack mechanic has a different feel as a gameplay element and it works very well, while the story is beautiful and it's tied to the gameplay in a genius way.
期待中文以及更多的关卡
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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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