
Embark on a sparkling journey in this long-awaited sequel to SUNSOFT’s legendary 8-bit platformer Gimmick! Solve puzzles, trick enemies, and explore a physics-based playground. Yumetaro is back!
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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, Italian, German, Spanish - Spain, Japanese, Korean, Simplified Chinese, Traditional Chinese
Engagement
Hours played at review time, across 43 reviews with recorded playtime.
Reviews
Themes across 43 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
画风可爱,难度凶残的精确平台游戏。 100%完成度通关,流程不长,一共六大关卡,5-8h左右就能通关普通结局,真结局要求部分道具全收集大概15h左右。 游戏有一定的隐藏要素,而且比较能藏,分为宝箱和贴纸两种,宝箱关难度不算高,主要是一些皮肤,还能凑出来卡比配色,挺有意思,贴纸关就难了,综合考验对能力的运用,设计惊艳,不过太难了得凹蛮久,并且贴纸需要全收集才能挑战最终BOSS进入真结局。 游戏的核心机制是吉米克的星星-唯一的攻击手段兼位移能力。吉米克可以发射一颗会弹跳的星星,还能踩在星星上跟着星星移动,玩家需要思考如何调整星星的弹射角度、速度,从而踩上去到达跳不到的地方。这个机制真是被玩出花来了,挖掘的很深,部分关卡对星星的运用非常巧妙,叹为观止。 不过游戏的难度曲线设计的不太合理,前面几张图都比较简单,到了最后两张难度飞升(难道是防退款小巧思),有些地方对时机和距离把握得非常之极限。 除了关卡本身,还有几个地方设计让人很难受: 1.诡异的手感,玩家操纵的吉米克非常的脚滑,可能你只想移动一步,但它会滑出去两三步,需要适应。 2.读指令的怪物,一边跳的同时还要应付怪物,你不跳它不跳,你一跳马上跳起来撞你,数量多种类也多,非常烦人。 3.受击后退的机制,虽然受击后有无敌时间,但会后退一大段距离,经常不小心被怪碰掉摔死,非常难受。 4.恶心的最终boss,真结局的最终boss要打三次才能打死,每次都有两个阶段,出招频繁,花样多。相比之下吉米克只会丢星星反击,完全的原始人被三体人暴打。好不容易打死一次,以为要结束了,结果奖励一段跳跳乐,跳完继续打,真是又臭又长。 还有一点比较可惜,二代的音乐没有预想中的好听,一代的音乐倒是挺有特色。 前面叫了这么久的吉米克,但最近才发现原来封面这颗小绿豆有自己的名字并且不叫吉米克hhh 发现史低居然降到七块六了,那还是很推荐的,欢迎喜欢平台跳跃的玩家来挑战(不能只有我一个人受苦)
It simply doesn't hit the same as the original, a decent little platformer on it's own. But falls so far from what made that original game such a masterpiece in game design. Gone are the creative levels oozing with personality and detail. Now we have generic grass, ice, lava themed levels. Gone are the short but condensed levels that asks you to learn it's mechanics and understand ways to make your future playthroughs easier on yourself. This game feels like it's simply meant to be consumed and forgotten about.
Speaking as a huge fan of the original game, I found this to be a mixed bag. It's basically like if you took a few crucial elements of the original and made an above-average Celeste or Super Meat Boy-esque challenging platformer out of them, discarding huge chunks of what made the original game special in the process. It's a fun game with acceptable (if a little "mobile game"-ey) visuals and a great soundtrack by non sequitur composer choice David Wise. The sound is very similar to the soundtrack to Donkey Kong Country: Tropical Freeze, also by Wise, but I confess I wondered at a few points if I was hearing scrapped or unused tracks from that game... Wise is an excellent and decorated composer, and his typical energy and quality is here, but it didn't really blow my mind the way some of his soundtracks do. Maybe that's that Nintendo money talking. It's also just a little weird that Wise was chosen when as far as I know, he doesn't have anything to do with Gimmick besides being a composer who made music for NES games. The new tracks, while good, certainly don't feel like they fit in with the tone of the original soundtrack by Masashi Kageyama, who as far as I know was not involved with this project in any way, nor any other member of the original development team. There are a few "covers" of classic Gimmick! songs and they stick out like a sore thumb from all the other music, even if you've never played the original game before. The developers demonstrate a great understanding of how to make compelling platforming puzzles with the star toss ability that defines Gimmick! as a game. I particularly enjoyed all the challenges surrounding the secret items hidden in each level, functioning kind of like the B-Sides in Celeste. I also was very pleased to see that in certain places, the devs have hidden clever little speedrun shortcuts that really only apply to those interested in superplay. I always love seeing that in a game; the feeling of "yeah baby, I've finally found a way to get out of bounds" turning into "my god. they accounted for this" is very humbling and exciting. As a 100% completion guy I enjoyed platinuming this game well enough, it's got some fun achievements that go beyond the standard form and there are lots of secret collectibles to find, even though most of them are cosmetics I do not feel compelled to wear. Some of the hiding places for secrets are pretty silly and interesting, and there were definitely a few that had me searching for hours, finally caving and looking up a guide, and then lightly questioning the sanity of the level designer when I saw where they were hidden. The big bad thing is that it's so different from the original in so many ways. I understand that it wouldn't be very viable to make a game with the exact same length, density, and structure as Gimmick! in 2024, but it still stings a little that so much was changed. Gone is the scoring system, the lives system, the ridiculous enemy variety and enemy behavior, the unique graphical style, the plethora of interesting tiny details in every level, it barely captures the original's design ethos at all. Even the secret items, rather than the glorious, huge, sparkling treasures they used to be, are now cheap-feeling stickers of random items. The bosses in particular disappointed me; they were a highlight of the original game, usually featuring interesting, reactive behavior you need to understand intimately to master fighting them. In Gimmick! 2, there is an extremely threadbare roster that comprises mostly "guys that subject you to an autoscrolling section" or "guys that summon legions of enemies to fight for them". What few traditional boss fights exist are extremely underwhelming, and returning bosses from the original game feel significantly downgraded from their original versions. I was particularly annoyed when the extremely cool and memorable secret final boss of the original game was teased and then dismissed as a joke; you can't fool me, devs, I know that was a joke born of necessity, because you couldn't recreate the AI of the original fight beyond the part where he stands still and teleports around randomly. It's okay! Gimmick! boss fights are difficult to even replicate let alone make wholesale. Overall, while it is a fun game that I would recommend to people who like this sort of modern challenging indie platformer, I must caution anyone expecting a "true" successor to Gimmick!. If you're looking for something that might scratch a similar itch, I might suggest the ROM hack Dark Gimmick! or the GBC game Trip World, which was heavily inspired by Gimmick! and features many design ideas Gimmick! 2 lacks.
Me parece una muy buena continuación, sigue manteniendo el nivel de desafío que caracterizaba al primero, teniendo uno que aprender a manejar muy bien las físicas de la estrella, aunque hay que guardar las diferencias eso si, ya que tenemos la ventaja de poseer vidas/continues infinitos, además de una cantidad de checkpoints muy generosas. Gráficamente me parece muy bonito, le queda muy bien esa estética. Me gusta que hayan añadido algunas cositas a modo de referencia o easter egg del primer juego, como las skins 8 bits o algunos remixes de las canciones de dicho juego, por ejemplo y hablando sobre su música quizá no me llegó a convencer del todo, al yo esperar algo más parecido a lo que se puede escuchar en su antecesor, pero aún así no es mala en lo absoluto y acompaña muy bien los niveles. Lo recomiendo mucho, creo que si jugaron el primero y les gustó este puede hacerlo también, al igual que me ocurrió a mi.
很好的游戏,精美的画面,音乐也很动听,算是延续了一代的优良传统。只是简中翻译很垃圾。 尤其是「按键映射」设置中的「召唤 星」和「召唤星星」(原文如此),日文分别是「星の生成」「星の呼び戻す」,英文分别是「Summon Star」和「Recall Star」,繁中是「召喚星」「召回星星」。简中的翻译把这两个截然不同的功能翻成了同一个词,实在是让人摸不着头脑。 希望能更正一下翻译吧。 A very good game, with exquisite graphics and brilliant music. I can say this game continues the excellent tradition of the original Gimmick… But the SimpCN translation sucks, especially in the "key mapping" settings, "召唤 星" and "召唤星星" [sic]. In JA, they are "星の生成" and "星の呼び戻す", in EN are "Summon Star" and "Recall Star", and in TradCN are "召喚星" and "召回星星". The SimpCN translation renders these two completely different functions with the same term. It's really confusing. The translation need to be corrected.
O jogo é muito bom, é bonito, dá pra se divertir só que ele é pra quem gosta de passar raiva, perder tempo resetando fases, etc. Infelizmente já não tenho animo mais pra isso. Exageradamente difícil. Estava conseguindo fazer 100% mas sinceramente, da quarta fase em diante já comecei a sentir que não vale a pena o tempo que eu gastei e já não estava me divertindo mais. Quem sabe um dia eu volte. Comprei o 1 e o 2 mas me arrependi de ter comprado eles, não é pra mim... Não vou negativar só porque achei difícil demais. É a ideia do jogo, então não tem do quê eu reclamar e dar negativo. Eu que não tenho paciência mais pra isso kkkk
A challenging and fun platformer. Finishing the main game is not that hard but going for 100% is very tough. You need to ride the star to get all the collectables, which is a technique the game doesn't really explain at any point, as it is not needed to get the normal ending. There are not that many levels, but each has plenty of secrets to find. The soundtrack is excellent and everything about the game feels polished. Highly recommended.
不要被游戏可爱的外表所迷惑,如果平台跳跃类游戏有噩梦难度,那么这款游戏无疑是其中之一
Gimmick! 2 jest oznaczony tagiem “Precision Platformer” i myślę, że akurat ta produkcja idealnie opisuje ideę tegoż gatunku. Zaliczymy do niego również między innymi Super Meat Boya i Celeste. Podstawą tego rodzaju gier jest główna postać z ograniczoną możliwością ruchową. Nie spotkamy się tu z podwójnymi skokami czy rozbudowanymi atakami. Całość opiera się na kreatywnych wyzwaniach opartych zazwyczaj na jednej mechanice - mięsny chłopak potrafi jedynie biegać i skakać, Madeline z Celeste wykonywać dashe, a Gimmick… rzucać gwiazdką. https://steamcommunity.com/sharedfiles/filedetails/?id=3651564294 Niech nie zwiedzie was iście kolorowa oprawa graficzna, bo produkcja studia Bitwave Games jest niesamowicie trudna, a śmierć czekać nas będzie na każdym kroku. Gra posiada kilka dość długich poziomów, które w głównej mierze skupiają się na pokonywaniu kolejnych zagadek logiczno-zręcznościowych. Przejście każdego poziomu potrafi zająć ponad godzinę, choć to uzależnione jest oczywiście od naszych umiejętności. Oprócz liniowego przejścia świata na drodze czeka nas sporo odnóg z pochowanymi skrzynkami, których zdobywanie jest bardzo satysfakcjonujące, bo zazwyczaj stanowi o wiele większe wyzwanie. https://steamcommunity.com/sharedfiles/filedetails/?id=3651564378 Zabawa gwiazdką jak i samym Gimmickiem uzależniona jest w głównej mierze od fizyki. Postać skacze i rzuca dalej, jeśli zrobi rozpęd, a dobrze odbita od ściany podczas skoku gwiazdka pozwoli wskoczyć na nią Gimmickowi i ponieść ich razem naprzód. Tak, postać może wskakiwać na wypuszczoną gwiazdkę i myślę, że to tego typu wyzwania są w grze najtrudniejsze. Każdy poziom to zupełnie inna tematyka lokacji, a także nowi wrogowie i mechaniki, więc narzekać na nudę nie można. Produkcja co prawda nie jest długa, ale w tym wypadku nie jest to minus, bo prawdopodobnie już w połowie wielu z was będzie miało dosyć ;)
we somehow got a sequal to mr gimmick before banjo, conker, and spyro and i wont have it any other way this game is great
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Concurrent players on Steam, sampled daily since tracking started.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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