
Get Down to the deepest point, to this Game's Creator, to RESET his gone wrong game world and save its NPCs. WHY YOU? Because only the file called Player can execute the reset button. BUT NOTE: If you fall, there's no saving.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French, German, Spanish - Spain, Portuguese - Brazil, Traditional Chinese, Simplified Chinese, Japanese, Korean, Russian, Spanish - Latin America*languages with full audio support
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На данный момент не могу рекомендовать потому, что разраб халявщик: в начале добавил кучу объектов, множество маршрутов, как можно спуститься до определенного места. А потом у него либо фантазия кончилась, либо уже лень было доделывать все в таком же духе и начал добавлять сотни однотипных объектов, по которым уже тупо душно спускаться, а не сложно. Нужна нормальная обнова, чтобы игра в середине и в конце была такая же разнообразная, как и в начале. И стоило бы для казуалов (99% игроков), добавить упрощенный уровень сложности, чтобы можно было сохраняться самому, либо были статичные точки до которых нужно добираться, чтобы игра сохранялась сама.
after beating the game i can say that the games concept is definitely the highlight and honestly feels like there's potential for it moving forward. Only Up games are mostly bad with nothing new to bring but this one has a unique twist which is why i wanted to try it in the first place. unfortunately the game is pretty barebones, map feels long but really isn't when you take into account the sections where you're mostly running forward on a bridge shaped object (looking at you electric cord section). it desperately needs new maps or mechanics to spice it up further. i also wish the game had a better theme/story thing going on cause whatever is happening in this game is so confusing that its basically like the game has no theme. chained together is a great example of how you can make a game like this with a theme so it's not so generic and not look like an asset dump game. buy it if u want to try sumn new, its not bad for what its worth but definitely isn't a difficult or long game. i enjoyed my time with it and hope the developer continues to branch out this type of game into something more interesting.
Bon petit jeu dans le style, concept inversé par rapport à ce dont nous avions l'habitude car ici il faut descendre et non monter. A l'ancienne pas de sauvegarde il faut gérer sa barre de vie. Je ne m'attendais à rien et j'ai été plutôt surpris.
와! 세계최초 국내최초 클리어!
[h1]|《Get Down》 | 评分:65/100 [/h1] 一款第一人称平台跑酷游戏,在市面上争相模仿只有向上的时候,本作则开发为向下降落,享受高空带来的滞空感,游戏增加了血条机制,每次跌落都会扣除血量,有子弹时间加持难度适中,只需要一步步仔细下降即可。 比较可惜的游戏降落到一定高度就会直接重生,不能够体验心跳水立方。 看似有很多走的通的路线实则有不少死路,攀爬判定也是很迷,有时候完全触发不了。 [quote] [h3]💖💖[url=https://store.steampowered.com/curator/43660430][b] 涩涩评测小社 [/b][/url]💖💖[/h3] [h3]⭐⭐[url=https://store.steampowered.com/curator/44943987][b]不太正经小社[/b][/url]⭐⭐[/h3] 不仅仅是涩涩哦,不正经玩游戏,正经评测每一游戏( • ̀ω•́ )✧ 欢迎加入成为我们的伙伴 [/quote]
Get Down, developed and published by Locomotora Loca, is a physics-driven platformer that builds its entire experience around a simple but punishing concept: descend through a vertical world without losing control. It presents itself with a surreal and slightly self-aware tone, framing the player as something navigating a broken system in need of resetting. While the premise is abstract, the gameplay is very direct, placing all emphasis on movement, positioning, and the constant risk of failure. The core loop revolves around carefully making your way downward across a series of unstable platforms and awkward terrain. Unlike most platformers that reward upward progress, this game flips the idea entirely, turning descent into the primary challenge. Every step forward feels uncertain, as the physics-based movement introduces a sense of weight and unpredictability. Players must constantly adjust their approach, balancing caution with momentum, because even a small misstep can result in a fall that undoes significant progress. This creates a constant tension where progress is always fragile and never guaranteed. Movement is deliberately slow and methodical, encouraging players to think before acting rather than relying on quick reflexes. Each section requires careful observation, as the layout often demands precise positioning and timing. The lack of traditional safety nets reinforces this design, with minimal forgiveness for mistakes. Falling back to earlier sections is a common occurrence, and repetition becomes a central part of the experience. Over time, players develop a better understanding of the physics and level structure, gradually improving their ability to navigate the environment. This process of trial and error forms the foundation of the game’s progression. The visual presentation reflects the game’s unusual tone, with environments that feel intentionally disjointed and slightly unstable. While the graphics themselves are relatively simple, they contribute to an atmosphere that supports the idea of a broken or incomplete world. The design choices emphasize function over detail, ensuring that players can clearly read the terrain while maintaining a sense of unease. This minimalistic approach works in favor of the gameplay, though it does not provide much variety or visual progression as the descent continues. There are a few additional elements, such as collectible resources that can provide minor benefits during a run, but these features remain secondary to the core movement system. The experience is largely defined by how well the player can adapt to the physics and maintain control under pressure. The relatively short length of the game means that it can be completed in a single extended session, but the difficulty often stretches this timeframe, depending on how frequently mistakes occur. One of the defining characteristics of Get Down is its unapologetic difficulty. It does not attempt to soften its challenge or accommodate players looking for a more relaxed experience. Instead, it fully embraces its identity as a game built around failure and persistence. This approach gives it a clear sense of purpose, but it also limits its accessibility. Players who enjoy overcoming tough, repetitive challenges may find satisfaction in mastering its systems, while others may struggle with the lack of forgiveness and the repetitive nature of its design. Replay value is centered on mastery rather than additional content. Once the player reaches the end, there are few incentives to return beyond improving performance or completing the descent more efficiently. The game does not offer multiple modes or significant variations, reinforcing its focus on a single, tightly designed challenge. This makes it feel more like a focused experiment than a fully expanded experience. Despite its limited scope, there are moments where the game’s design comes together in a satisfying way. Successfully navigating a difficult section after multiple attempts can create a strong sense of accomplishment, highlighting the effectiveness of its core idea. These moments are what drive the experience, even if they are surrounded by frustration and repetition. In the end, Get Down is a niche and demanding platformer that offers a clear and consistent challenge built around physics-based movement and high-risk progression. It is not designed for a broad audience, but for those who appreciate methodical gameplay and the process of gradual improvement, it can provide a memorable, if often frustrating, experience. Its simplicity is both its strength and its limitation, delivering a focused concept that remains engaging in short bursts but struggles to maintain variety over time. Rating: 6/10
If you are a hardcore gamer and you don't mind your nerves Then the game will suit you It's like "Only Up" only in reverse There are no saves in the game You have to go down in one attempt If you fall or crash, then start all over again! If you go very slowly and carefully, then this is two hours of real time There is a bar of HP and first aid kits (you can only keep three first aid kits with you) There will be a lot of first aid kits along the way Cons: It calculates damage for falling from a height in a very strange way It happens that you fall for a very long time and low and lose 5% of HP (although you should lose at least 50-70% of HP) And it happens that you jump on the spot and lose 5-10% of HP for nothing The character can cling to the edge of objects But he doesn't really want to do it You can buy your friend the game as a gift See how long it will take him to hate you for the gift
I will recommend this game to my friends
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