
A 3D platformer game. The player must climb to the top of a pyramid by jumping on objects and controlling the character with the WASD and spacebar.
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About
A 3D platformer game.
The player must climb to the top of a pyramid by jumping on objects and controlling the character with the WASD and spacebar.
The player can add any caption near to the hero in photo mode and take a screenshot.
If the player falls, they must climb back up from the bottom.
The game features achievements and a leaderboard.
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, French, Italian, German, Spanish - Spain, Arabic, Bulgarian, Czech, Danish, Dutch, Finnish, Greek +91 more
Reviews
[url=https://store.steampowered.com/curator/38888018-United-Critics/] Please follow [b]United Critics[/b] for quality reviews[/url] [h2]Gift Up - Farm Review[/h2] Hede seems to never run out of ideas to fuel his ever-growing pile of overpriced trash games. It's obvious to avoid burning your hard-earned money on any of the games he makes. [b]Avoid games made by Hede[/b] Rating: 0/10
When I added this game to my account, I thought that the developer would pay me the amount specified on the game page for playing it
Игра стоит каждую копейку. Если вы купите, то после покупки того, чего не надо, будете вспоминать эту игру с любовью.
- Мам, я хочу себе Онли Ап. - Сынок, она уже есть дома. "Игра дома"
Пацан к успеху шел, не фортануло... или фортануло. Во время прохождения было заменено: 1. Клавиатура - 3 штуки 2. Мышь - 2 штуки 3. Монитор - 1 штука 4. Жена - в больнице, ущерб уточняется)))
It's definitely psychological experiment of some kind but it's disguised as a game
[h1]Reseña: GIFT UP - FARM (O cómo pagar por caerte repetidamente)[/h1] [b]GIFT UP - FARM[/b] es una experiencia de plataformas en 3D minimalista que se centra en un único y "apasionante" objetivo: llegar a la cima. En lugar de ofrecer niveles amplios, una historia o mecánicas profundas, el juego reduce el género a sus componentes más básicos: movimiento, timing y conciencia espacial. Esta simplicidad es, al mismo tiempo, su mayor característica y su limitación más obvia, creando una experiencia directa, exigente e intencionalmente repetitiva. [h2]Jugabilidad y Diseño[/h2] El ciclo de juego es extremadamente simple. Navegas por una estructura vertical (parecida a una pirámide) saltando con cuidado entre plataformas y obstáculos. Los controles no tienen ciencia: teclas de movimiento y salto. Sin embargo, que los controles sean simples no significa que el juego sea fácil. Cada salto requiere precisión milimétrica; un solo error de cálculo te mandará directo a la base para empezar de nuevo. Esta estructura de "caer y repetir" genera una progresión basada puramente en la habilidad (o en cuánta paciencia te quede antes de desinstalarlo), donde el avance se siente más como una prueba de resistencia que como una recompensa. [h2]La Mecánica del Castigo[/h2] Lo más notable de este título es su imperdonable sistema de reinicio. Olvídate de los puntos de control; aquí el progreso se gana en secuencias largas y perfectas de saltos. Este diseño imita a otros juegos de escalada de precisión donde la satisfacción viene de la perseverancia. A base de caerte una y otra vez, terminas memorizando el espacio entre plataformas y ajustando la cámara por puro instinto. La mejora es tangible: rutas que antes parecían imposibles se vuelven manejables, siempre y cuando no te importe dedicarle tiempo a un juego que parece odiar tu progreso. Calificación: 0/10
GIFT UP - FARM is a minimalist 3D platforming experience developed and published by Hede that centers entirely on a single, focused objective: climb to the top. Rather than offering sprawling levels, narrative arcs, or layered mechanics, the game strips platforming down to its most basic components—movement, timing, and spatial awareness. The simplicity of its premise becomes both its defining strength and its primary limitation, shaping an experience that is direct, demanding, and intentionally repetitive. The core gameplay loop is straightforward. Players navigate a vertical structure, often described as pyramid-like in shape, by carefully executing jumps across platforms, ledges, and obstacles. Controls are intentionally simple, relying on standard movement keys and a jump command. However, simplicity in control does not equate to ease in execution. Each jump must be measured precisely, and a single miscalculation can send the player tumbling back down, forcing a restart from the base. This “fall-and-repeat” structure creates a tension-driven progression system where advancement is entirely skill-based rather than reward-based. One of the most notable aspects of GIFT UP - FARM is its unforgiving reset mechanic. There are no generous checkpoints to soften mistakes. Instead, progress must be earned in long, uninterrupted sequences of successful jumps. This design echoes other precision climbing games that derive satisfaction from perseverance. The repeated cycle of ascent and failure gradually teaches players to internalize platform spacing, refine their timing, and adjust camera angles instinctively. Improvement feels tangible, as routes that once seemed impossible become manageable through practice. Visually, the game adopts a functional 3D aesthetic. The environments are designed with clarity in mind, prioritizing readability over decorative detail. Platforms are distinct, shapes are clean, and the layout is easy to interpret at a glance. This visual restraint ensures that depth perception and alignment remain clear during jumps, which is critical for a precision-focused experience. While the graphics do not aim for photorealism or artistic flourish, they effectively support the gameplay’s mechanical demands. The absence of narrative framing or complex world-building reinforces the minimalist design philosophy. There are no characters to develop, no lore to uncover, and no branching objectives. The motivation to continue comes purely from the challenge itself. For players who appreciate skill-based progression without narrative distraction, this approach can feel refreshingly pure. However, those seeking variety or layered content may find the singular focus restrictive over extended sessions. Additional engagement comes from achievement tracking and leaderboard competition. These features encourage players to refine their climb times and attempt more efficient routes. While the main objective remains unchanged, speedrunning and performance optimization introduce secondary layers of challenge. For competitive players, shaving seconds off a run or perfecting a flawless ascent can extend the game’s longevity beyond a single successful climb. The overall pacing of GIFT UP - FARM is defined by tension and repetition. Each attempt builds momentum, and the higher the player climbs, the greater the psychological pressure becomes. The looming possibility of falling adds intensity to even simple jumps. This escalating tension is central to the game’s appeal, turning a straightforward mechanical task into an emotionally engaging experience driven by risk and reward. Ultimately, GIFT UP - FARM is a focused platforming challenge built around precision and perseverance. It does not seek to innovate through narrative complexity or systemic depth. Instead, it offers a distilled climbing experience where mastery emerges from repetition and refined control. For players drawn to minimalist design and high-stakes platforming, it provides a clean and skill-centered ascent that rewards patience and determination. Rating: 6/10
I'd rather not comment. Good.
Прыжок еще прыжок и ты на верху! Игра похожа на безумного кролика прыгуна!))))
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