
Become a Kamaitachi in this methodical 2D platformer. You can't change direction in mid-air. Use your double jump to anticipate your landing and maneuver through the air with the use of a powerful Tornado move. Master the movement and challenge yourself to overcome the tough battles ahead!
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About
Gin - The Silver Wind is a retro inspired platformer that features its own take on classic controls seen in games from the late 80s and early 90s. Take control of Gin and plan your jumps with precision as you wind through stages filled with tight platforming sections and deadly hazards!

This game features a jumping movement similar to certain old-school classics, having a fixed arch. Master the double jump in order to maneuver through the stages and successfully avoid enemies and hazards as you plan your position and landing beforehand.

Gin can attack with his blade to cut through enemies and objects with the power of the wind. You can also use your blade to hook onto surfaces, allowing you to climb walls and help you out in a pinch.

Use your tornado ability to leap forward as you become immune to any harm while slicing any enemies that get in your way or use it as an extra option for maneuvering mid-air.
Combining different timing and type of jumps as well as the use of your tornado can lead to different results of movement. Be creative!

Dealing damage to enemies fills up your Strain Circle, fill it up and activate Strain Mode to speed up the use of the tornado. Master all of Gin's tools and become as nimble as the Silver Wind himself!
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Portuguese - Brazil, Spanish - Latin America
Reviews
Absolutely amazing experience, though it may take a bit to get used to the fixed arch once you jump, those who grew up with the challenging days of the NES should feel right at home. Thought it might feel restrictive at first the game more than gives you enough tools to maneuver yourself in the air making it extremely satisfying once you get used to it and blast through an area that you struggled with before. The pixel art is oozing with charm and personality as well as the music that accompanies it, can't recommend it enough for those looking for a challenging, but fair game with a very rewarding gameplay
This game is actually pretty damn solid! it feels like a mix between stider and ghost and goblins, in less merciless but still tough. Not easy but definitely a fun challenge to overcome, with real good stage design, bosses and setpiece. Highly recommended!
Hard as hell like a classic platformer should be. Every time I die it feels like its my fault and that I can do it better. Looking forward to finishing it.
I want to preface that I like this game but is very unfair and not in a fun way. For starters, your tornado move doesn't make you invulnerable the tanuki stomp move despite it making you invulnerable to everything else. Also said enemy has an insta kill if you get to close, which you won't know until it happens. It's the only enemy that has one (So far, I'm stuck on the 3rd level). The missiles it fires are also indestructible and all you can do is dodge them despite every other explosive being something you can either destroy or at least redirect. The checkpoints are also awkwardly placed. Some are placed after long stretches of platforming and a mini boss so if you fail then you have to do it all over again. Lastly, what's the point of the lives system? If you die several times in a run your penalized for it but you can gain extra lives in the level. So getting them and dying more hurts your overall score. Sorry but after playing Shovel Knight, I realized how annoying live systems are, especially when a game already punishes for death. Despite this, I recommend the game. Just letting new players know what their in form because the game has things it doesn't tell you.
Awesome game yo, kinda challengin' but cool! would play it again¡
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Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
Momentum
Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
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