
WARNING: This might be the most challenging game you ever play! Glo is a puzzle platformer where the majority of the world is hidden. Using blind faith, glowing projectiles and memory use your skill to escape the darkness. Provoked by writing on the wall the story unravels as the mystery of the environment is revealed.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
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[h1]«Glo»[/h1] Платформер в минималистичном стиле с повышенной сложностью. Геймплей: https://www.youtube.com/watch?v=ql-usO1sXtw На каждом уровне надо допрыгать до выхода. Слава богу в этой игре нет пил, но есть пропасти, враги и исчезающие платформы, а геймплей усложняют элементом темноты. Кругом тьма! Часто приходится прыгать наугад или на время освещать части экрана выстрелами и специальными бонусами. Падать и умирать будете часто. Это заставляет напрягаться и нехило припекает. Не вижу смысла описывать графику. Персонажи в стиле работ Казимира Малевича понравятся лишь фанатам картины «Черный квадрат». На фоне темноты и минимализма каждая вспышка света и яркая краска начинает радовать взгляд. Тут каждый кружочек света, как праздник! Вот музыкальное оформление мне понравилось. В игре неплохая физика и управляемость. Фанатам хадкорных платформеров рекомендую. Если у вас крепкие нервы, прямые руки и есть желание испытать свои силы, то попытайтесь найти путь сквозь тьму и пройти все 100 уровней!
Despite everything else, Glo allowed me to exert my gaming chops with its enticingly brutal difficulty, something not many games can do now-a-days. Its mechanics are certainly polished and its challenge feels concise enough as a wall with a dozen cracks rather than a steel fortress. Not particularly flashy or innovative, it slides by on pure gameplay prowess the likes I don't see particularly often. Sometimes it is the simple things in life that one needs to experience pure bliss. Glo, despite its simplicity, offers hours' worth of challenge and experimentation that is sure to satisfy in the long run. Of course, once all is said and done, they may not come back for it often. + Exhilarating challenge + No flash, all substance + Encourages strategy and experimentation - Lost opportunity for atmosphere - Controls aren't perfect - Too simplistic in structure Read the full review at https://www.keengamer.com/article/17272_glo-review!
一款不错的结合了双摇杆射击元素的平台跳跃游戏 游戏的一大特色即是整个场景都是黑暗的,除了自己和终点发出的少量光亮外,整个地图一片漆黑 你只能依靠射击发出的子弹来照亮远处的一段路程,而面对的难关可不止各种各样的平台构成,还包括一些可移动的敌人 比如地上的红色巡逻小虫子,或者紫色的追踪小刺球等等,有些必须通过踩踏来攻击,而有些又只能用射击杀死 除此之外,整个游戏还有4场BOSS战斗,同样也都是一片漆黑中,需要想办法在躲避对方攻击的时候乘机造成伤害 另外游戏里还隐藏着很多memory记忆,在地图里显示为一个小红方块,不过并不是每张地图都有、甚至哪些地图里有也没有非常明显的提示,只能依靠自己的不断探索 游戏的难度设计也非常合理,逐渐升高,一些新的机关出现的时候也会用1、2个非常简单的关卡来告诉你它们的作用 虽然整体难度还是比较高的,但也并不是给你一种完全无法完成的体验,可以依靠反复死亡逐渐摸索出过关节奏
[h1]以退治黑暗为主题的硬核跳跃游戏[/h1] [i]游戏出自Monday Motivation Bundle #49[/i] [h1]简介与玩法[/h1] 人类对于未知的事物总是抱有极大的好奇心,想要了解想去探索,但是好奇心永远是无法满足的,于是产生幻想,一个个怪奇物语由此诞生。 这款游戏的主题就是黑暗,游戏的LOGO特别像007开枪的片头,黑暗中总有一杆枪指着你,而扳机却不知什么时候扣下; 商店宣传视频则是小方块在完全黑色的障碍中快速跳跃,利用微弱、转瞬即逝地亮光寻找下一个落脚点,避开死亡陷阱挺进终点。LOGO的形象设计和游戏主题极大地勾引着我的好奇心。 操作方法与提示: 【键盘】方向键左右和空格键跳跃,鼠标左键射击,邮件使用道具; 【手柄】摇杆左右,A跳跃,LT使用道具,RT射击,右摇杆确定射击方向, 控制小方块在黑暗中摸索道路,通向另一个白色回纹方块就能过关。 跳跃键会根据按键时间判断大跳还是小跳,支持二段跳。 默认只有身边一圈的路能被自身看见,其他地方需要手动多次发射探照物来探路,使用道具能有大面积的亮光效果。 射出的探照物可以攻击粉色菱块,打破绿色砖块。 游戏模式有两种,常规关卡和计算总通关时间的速通模式。 关卡有100关另外再加上4个BOSS战。 [h1]我认为的亮点[/h1] 玩法标新立异。 失去光明也就失去了参照物,这在跳跃游戏里面是十分重要的元素,然而在这个游戏却需要主动地频繁地去获取这个信息,每一步路都困难重重。 通过发射探照物的方式,可以短暂地了解前方的一小段路,在实际操作上射击与跳跃是很难同时施展的,这意味着很多时候地图要靠背。 拥有一次性的道具系统,道具都是以照亮前路为目的而设计的。 绿色道具,能附着墙壁短暂照亮一个小范围一段时间。 红色花火,垂直射向空中,引爆照亮上方一大片空间。 粉色子弹,在墙壁快速回弹并且短暂点亮所及之处的墙壁。 其他两个没见过。 地图设计巧妙。 即使是开局的直线路程,路上有个洞都会吓得不轻。(论沙井盖的重要性) 踩一次就会破碎的绿色方块,触碰就死的红色方块,会移动的粉色方块。 红色吞噬光亮的小线虫,会追踪的粉色菱块。 如此种种,构成了一个只有一次机会通关行差踏错就要重头再来的困难关卡。 关卡并不死板,有些关卡会有捷径。 步步逼近的危机。 虽然没有主线剧情,但每一关的墙上都有一句话,或讥讽、或提示、或恶意。 这些全都是以第二人称方式说给玩家看的。 “我可会注意脚下的” “为什么你还不离开?” “这地方的设计可比你想象的高明多了” “你惹恼我了” “迎接真正的黑暗吧” “我还会回来的!” .... [h1]缺点[/h1] 控制方面很差劲。 无论是键盘玩家还是手柄玩家体验都十分差。 键盘,鼠标射击,却没有光标来作为参照物。 手柄,只允许摇杆来控制左右走动,而不能十字键来控制走动。要知道摇杆是十分灵敏的,在这个游戏对于跳跃的落脚点是要求零错误的,稍稍动了摇杆就会块毁人亡。 关卡选择竟然需要一个一个地去选,每次开游戏选关都要点个几十下,不能分类或者按住快速滑动吗? 不支持steam截图。 [h1]结语[/h1] 游戏进度71%,卡在一关需要精准跳跃的地方,两小时死了几百次都没过去,不玩了。 题材我很喜欢,控制上却不能给玩家一个优良的体验,加上复杂的关卡设计整的游戏难度非常高。 它还能做的更好的。
Hello everybody, End World Gaming here to share an excerpt from my review for Glo by Chronik Spartan Games. Glo is 2D platformer with a unique twist, it takes place in complete darkness. The game relies on the use of blind faith, light projectiles and memory in order to reach the end of each level. The block that you control and the end of the level are all that you can see during a level. As you move your character around the world, the light that surrounds it helps illuminate your way. The light around your character doesn’t extend very far though, and you’ll need to use the game’s projectile mechanics to see ahead of you. Keep in mind that there are many pitfalls, enemies and traps that you’ll need to watch out for. Dying during a level fires off small balls of light but enemies and traps are reset upon death. As mentioned, the block you control has the ability to fire light based projectiles. These can be used to destroy enemies or illuminate your path. There are quite a few different items that you can use to aid you including Flare Bombs, Sticky Bullets, and Pinball Bullets. Other items include memories and keys. The game also features a speed run mode which adds a timer to the top left of the screen so you can see how quickly you’re progressing through the game. There are 100 levels in total and they get progressively more difficult to complete. The level design for each is pretty impressive and they require precise movements and quick thinking to make it to the end. The levels also become pretty complex in natue so it can become pretty frustrating. There’s also 4 unique boss battles in the game as well which will also put your skills to the test. Overall, Glo is a challenging game with some great level design. It’s a game that will definitely take some practiceto master but finally beating the levels is a great feeling. The darkness not only makes the game more difficult but it also makes the game unique among the many other platformers out there. If you’re in the market for a new platformer and want something unique to try then I recommend Glo. It’ll definitely get your brain working. If you'd like to check out my full review and see my final score, you can find it here: http://www.endworldgaming.com/platformer/glo-review Happy Gaming Folks!
Платформер с элементами головоломки. В игре вы как луч света в темном царстве. В этой темноте надо найти путь к выходу. Большая часть экрана скрыта темнотой. Надо использовать свет от снарядов и запомнить расположение платформ. Когда свет погаснет, придется прыгать вслепую. В игре есть специальные бонусы, дающие подсвечивать части экрана, но их надо найти и подобрать. В игре сотня уровней, есть несколько боссов. Затянет не на один вечер. Чтобы пройти игру придется изрядно попотеть. Это еще тот хардкор!
I have mixed feelings about Glo after completing the game. First the things I liked about Glo. Glo is a hardcore platformer with a nice twist – the whole world is pitch dark with only your avatar and the end goal glowing faintly. You can shoot some glowing projectiles to explore your surroundings a bit. The darkness that doesn’t allow you to see very far ahead, the nasty writings on the wall, the disturbing sounds, the flying enemies that try to get you, the one-hit-instant-death mechanic, and the lack of save points, these all add up to a tense atmosphere. Fortunately, you respawn extremely quickly. Your avatar moves pretty well, with the exception of how slippery it sometimes is, especially when you land on the red sliding-disk-enemies. The level design is mostly good, but sometimes overly sadistic, especially when the hardest part of a level is put at the end (remember, no save points - die and you go back to the start of the level). Because of the darkness, players need to rely heavily on trial and error and memorization to make it to the end. However, Glo is certainly no puzzle game, without platforming skill you won’t get very far. Some of the jumps and tricks you need to perform in certain levels at first seem totally impossible to pull off, but obviously all of them are possible, and when you finally master them this feels very rewarding. Even though the basic gameplay mechanisms are well implemented, the game really suffers from a couple of (in my honest opinion) mistaken design decisions. There are 100 levels and 4 bosses. After every 25 levels you get a boss fight. The boss fights are totally different from the level design of the rest of the game and feel a bit out of place - in the boss fights the player needs to rely completely on memorization, and much less on skill. My major complaint is about the weird and erratic difficulty curve. In each set of 25 levels a new game mechanic is introduced. The levels in each set of 25 progressively get more complicated and challenging. However, the final levels of the first set of 25 levels are just as hard as the final levels of each of the following 3 sets of 25 levels - there is not a gradual difficulty curve in this game, but instead the difficulty curve resembles a saw blade. This means that you will encounter some of most difficult levels already early in the game. If you can make it past the first boss, you basically have proven you can make it until the very end of the game – just look at the proportion of players that has beaten boss number 1 (14.7%), 2 (9.8%), 3 (8.8%) or all 4 (8.8%) bosses – nearly everyone that beat boss 2 has completed the game! The huge difficulty spikes early on in the game apparently lock out many players from experiencing a large part of the game because there is no way you can skip a level. I understand that Glo wants to be a hardcore platformer, but I think the game has done itself a disservice by preventing a very large part of the people who bought the game from progressing very far into the game, even when many of the early levels in each set of 25 levels are pretty easy. Although your avatar generally controls very well, there are a few annoying exceptions. In level 72 for instance, you have to traverse a simple little maze dropping through 1-block wide holes in the floor, but doing this is actually very difficult because your character needs to be lined out exactly above the hole to be able to fall through. Unfortunately you can't position yourself that precisely and I got unfairly killed by moving blocks because of this issue very often in this level. In all, I did have a good time playing Glo, but this game truly is not suitable for casual players: if you did not get 106% in Super Meat Boy, Glo might not be for you. Glo is mostly like the Cotton Alley dark world levels from SMB.
Glo is a simple yet challenging platforming game built a fairly unique mechanic: each and every level is shrouded in almost complete darkness. The only sources of light are your projectiles, your character, and the level exit. This lack of visual information lends itself to an initially slow-paced exploration of each level, looking for traps, enemies, and pitfalls. Death (and you [i]will[/i] die) is a minor inconvenience, instantaneously resetting you to the beginning of the level you are on. Given that the levels themselves are fairly small, the layout is soon memorized and you will find yourself zipping toward the exit with greater and greater speed and continuously making progress. The piecemeal story is revealed through writing on the wall and hidden memory fragments which were interesting enough to keep me moving forward. [b]Pros:[/b] [list] [*]Challenging gameplay [*]Effective visual aesthetic [*]Interesting level design [*]Fair death mechanic [/list] [b]Cons:[/b] [list] [*]Controls are quite slippery (at least with keyboard and mouse) [*]Some of the 100 levels are repeated with very little modification [/list] Glo is a rewarding little indie game that I recommend to all platformer fans.
Jeu ayant une difficulté notable et une direction artistique très simple (par contre la musique des derniers niveaux est énervante). La difficulté extrême du jeu (les derniers niveaux sont costaud, mais je n'ai pas réussi pour ma part à finir le niveaux final qui demande des actions au millimètre près) Mais l'idée est là et donne du fil à retordre pour le réussir. D'habitude je n'évalue pas un jeu que je n'arrive pas à terminer, mais un des développeurs a été sympa par mail (oui car j'ai eu un petit problème pendant le jeu), qu'il faut que des gens de par le monde puisse découvrir des jeu indépendant intéressant et costaud à la fois.
Fun little game :)
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