
The goal of Go Home is to get home without dying.Sounds simple, if there wouldnt be a variety of enemies and traps, which will make it difficult for you to reach your home before the time runs out.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English
Engagement
Hours played at review time, across 40 reviews with recorded playtime.
Reviews
Themes across 40 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
This wasn't quite what I was expecting when I saw a game show up on Steam based on one of my tutorial series. Sure, I figured it would be quite similar in concept and overall feel, but this is kind of silly. The changes from the basic prototype that I created in the series are pretty lacking. You have a few more levels, but the new levels are not anything special. A few lines of the player movement code has been adjusted slightly, but again, that's nothing. This is pretty much my game, you used my color scheme, you used my models, you used my code, and you even used my name. You had all that given to you, but you still couldn't pull out a more satisfying attempt at a rage-inducer? There's no feeling of reward when you complete a level, there's no feeling of defeat when you die, and there sure isn't a feeling of "I can't stop until I've beaten just one more level!" If you have so much given to you from that start, I'd think you would have the time to fix some of the issues as well. And what's up with the timer and coin counter still just being thrown into the top left corner? I did that in the series because it didn't matter as a learning experience, not because it looks good. You took what I said too literally. When I said "take what you learn here and make an actual game," I meant make an actual game. Not download my assets and SOMEHOW get it published on Steam. This isn't worth near what you're charging for it. Look at the other games in the same price range. You put a week of work into this game and you're charging a pretty penny for it, it isn't going to work out. I hate that the game isn't good. I really do. I had a video ready to go showing the game off, getting set for the big key giveaway, but then I realized it isn't worth me doing the video or the giveaway. I'm sorry, but you have a lot of work to do before this game is decent.
Not rage, pity is what I feel, for a game developer whose first commercial game looks and feels like a school project (in fact, I link a video to [url=http://steamcommunity.com/id/awfulmedia]AwfulMedia[/url]'s tutorial for making this very game below, thanks [url=http://steamcommunity.com/profiles/76561198044633591]Tânia[/url]). Unable to design a good platformer or even animate a simple sprite, he provides us with a blue cube in a beige 2D labyrinth made difficult by a 3D camera angle, spikes with overlarge hitboxes, and a timer. A good rage-inducing game 1. gives you something to strive for, and 2. then withholds it, laughing at our puny lack of skill. Since this game fails at step 1, it's not worth playing unless you're friends with the developer; and it's not worth paying for, either. https://www.youtube.com/watch?v=qwuPiaFU37w [strike]P.S.: Sascha, du solltest auf jeden Fall auf syntergames.com ein Impressum einstellen; seit 2012 gilt auch in der Schweiz die Impressumspflicht für gewerblich genutzte Websites.[/strike]
ダメな部分 - まずLv25個分のStageしか用意されてない中身のなさ - やる事はトレイラームービー通りで、ひたすら四角い箱を移動させるだけ ストレス溜まるような最終盤の鬼畜24,25のステージ以外は代わり映えしないステージと単調な移動作業の連続 - 定番量産型Unityゲーの例の如く5:4とかで起動すると画面端見切れるのはよくあるが なんとこのゲームは16:9とかでも見切れるというか解像度に依存してない気がする、要はどうあがいても画面がぶった切れる なので逐一カメラモードの変更ボタンを押してズームしたりズームアウトしたりで視点変更を手動(※自動ではない)で切り替えながら移動してゲームを進めていかなければならない デバッグしろや - 例の如くVsyncがオプションに無いのでFPSが1500出てグラボが爆熱になってティアリング起きたりもする - 途中で寝落ちする程度には退屈 注意すべき部分 - 当たり判定が思いのほか広いので"プレイヤーの反応が早い"と目の前を走行する障害物にぶつかってゲームオーバーする (…因みに自分が言ったこの"早い"はスーパーヘキサゴンの一番難易度低いステージを30秒生き残れる基準なので相当ゆるい筈だが…) ので頭痛い日や風邪でボーっとしてる時にプレイしたり知恵熱(※スラング的な意味で)出てたり半分脳死状態の時にプレイするとヨロシ 健康体でプレイするとイライラするだけじゃぞい 一言でまとめると要するにゴミゲー これで現在約500円分のワンコインもする値段なんだから救いようがない カードも出ないから元も取れんのやぞ このゲーム買うぐらいなら、お気に入りのインディーズ企業にまるっと500円寄付した方がよっぽど精神的にも健全である よってこのゲームの存在価値はそれ以上はないが人によってはそれ以下ではあるかもしれない ああでも実績取得は簡単かもしれないので実績キチ的にはおすすめ出来るんじゃないですかねえ! もちろん個人としてはおすすめ出来ませんがねえ!
[h1]注意[/h1] 根据反馈,Steam版本的这个游戏是根据下面视频中的教程制作的 https://www.youtube.com/watch?v=qwuPiaFU37w 详情可以查看视频中视频上传者AwfulMedia及发现此问题的spuddie的回复. 发行者的这种行为暂且不提,原作者的原作品还是相当不错的 [h1]下面是不针对发行者,对游戏本身的测评[/h1] 一款键盘WSAD控制的冒险+有一定解谜性质的小游戏,过关方法是躲避移动的滑块与从墙中冒出的尖刺,观察它们的规律并移动,最终到达绿色的终点区域即可,有的管卡需要吃掉所有关卡中设置的小方块才可激活终点区域(会在左侧有?/?的对应提示,没有的话不用非得吃掉这些小方块),部分关卡还有时限,相当丧心病狂。 游戏共有三种视角,第一种是3D的鸟瞰视角,镜头不会跟随所控制的方块而移动;第二种也是3D鸟瞰视角,为第一种放大后的跟随视角,镜头会随着所控制的方块而移动;第三种则是平面的俯视视角,镜头不会跟随移动。很多关卡需要在这三种视角中来回切换,因为有的关卡使用第一种视角会无法显示关卡的全部内容需要第二种视角,而第二种又视野不足无法应对大多数关卡,第三种视角则是用来观察会冒出的尖刺的墙的位置。 这个游戏的模型设计有些缺陷,墙体并非规则的立方体,紧贴着墙壁移动依然有可能被旁边移动的障碍方块擦到而挂掉,所以要尽量跟随滑块并保持适当距离,避免贴着墙壁或移动的滑块行走而被擦到。 成就总体来说比较好获得,完成全部25个关卡+收集100个小方块(可以通过在同一关卡内死掉后重开关卡,再吃小方块来刷累计次数)+死够一定次数基本就成了(基本上完全通关前肯定能死够的,我没打几关就解锁了这个死100次的成就...),唯一要注意的是“BUG USER !” 这个成就,该成就在第七关可以获得,关卡左上那里的墙有一个洞,钻进去移动下即可解锁这个成就。 最后一关比较丧心病狂,刚进入关卡的时候会被那些四处移动的障碍方块弄的眼花缭乱不知所措,需要对方块的轨迹和所在的高度进行判断,同时要精确的控制自己的方块的移动,使其保证在当前高度的道路上而不探出丝毫,一旦有些偏差将极易被其他高度移动的方块擦到而导致失败.我玩了大约一个小时才过的,当时都快要砸键盘了,下面的艺术作品链接是我上传的该关的过关过程gif,可以参考一下,大约3.2MB请耐心等待加载完成。 http://steamcommunity.com/sharedfiles/filedetails/?id=513662597 这个游戏对于玩家的耐心与观察力有相当的考验,同时需要比较准确的键盘操作(一些关卡留有较小的操作空间),算是一款休闲而又有一定难度的游戏,最近进过Indie Gala Every Monday 75这个包,如果买过包的可以下载玩一下,游戏只有33MB比较小巧。
I know it says that it's frustrating in the title, but there's fun frustrating and then there's this.
It's a very simple game which become boring after ~5 level (2-3min. gameplay) There are flash games which are better than this game. The price (9,99€) is a total rip off for such a game, ever 2,00€ would be to much. It's created in unity and such a game need only a few hours to create. Don't waste your money on this game, it's not worth.
Just bought this game, so far so good! Very entertaining, fun, and frustrating all at the same time! 10/10 would rage!
I'm sick of it already after only four minutes (I had to run it another minute to be allowed to write a review). It is a game, and it runs. You guide an unanimated cube around a dull maze in each level, avoiding a series of uninspired traps. The music is an annoying loop and no apparent sound effects to speak of.
"Go Home - Rage incoming" is a simplistic quick reaction maze runner. It's like Feel-A-Maze controlled over WASD with Cubes and Spikes. I don't understand why you must rage at all. It has just 25 levels and the player has infinite lives. At some point a timer starts and you must get through the obstacles in time. Other levels are without time limit but you have to collect all the yellow cubes in each corner. The challenge of the game is from easy to medium. It's quite easy to beat in 1-2 hours. The level design could be more balanced. It doesn't feel like a straight rise of difficulty. Some elements like teleports are just used once. Maybe there are more levels planned in the future. But atm it's just the small package and even without any noticeable story.
DO NOT BUY THIS GAME. So someone made a tutorial on how to make a simple block maze game. Someone else took that tutorial, followed it, put it on steam and is charging money for it. Stealing is one thing, but taking someone else's work, putting your name on it and selling it is another.
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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.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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