
It's beautiful and not difficult to pass the game
Modeled estimate, not a reported figure. How we estimate →
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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*, Arabic*, Bulgarian*, Portuguese - Brazil*, Hungarian*, Vietnamese*, Greek*, Danish* +17 more
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It's fine. Fairly easy. There's only one tricky jump in the whole game, which is just 12 single-screen levels. 99 cents is a fair price, I think. I found the music to be slightly annoying. Speedrunnable.
Отдохну, думал я, от всяких ААА тайтлов и поиграю что-то простенькое. Игрушка, которую можно пройти за один присед, всего 12 уровней. Вот только стоит ли? С одной стороны, короткая, что даже плюс, не успеет надоесть, а мне как раз столько времени и подходит. Но у игры есть одно качество, которое чуть не убило мое желание пройти ее до конца. Хардкор. Нет, я не казуальщик, если я смог пройти COD Black Ops 2 на ветеране с геймпада без автоприцела, то и это не должно стать для меня испытанием. Вот только хардкор тут заключается не в сложных "красивых и интересных" (как заявлено в описании) уровней, а в топорном неотзывчивом управлении, багов управления и кривой коллизии. Если ты стоишь на краю платформы, перестает работать прыжок. Если платформа тонкая вертикально, то отпрыгивая от нее, всегда есть вероятность, что прыжок тупо не сработает. На сколько должно быть расстояние до края, чтобы работал прыжок, для меня загадка, так как иногда он не срабатывал, даже когда я был далеко от края. Дальше коллизия. Ощущается, что я фейлю уровень не потому, что я колюсь об колючки, а просто подошел к ним. Даже визуально видно, что между игроком и ними еще минимум пикселей 10-20 до столкновения. Но уровень начинаешь сначала. Последнее, можно было бы фиксануть хотя бы увеличением ширины спрайта препятствия до тех размеров, которые отвечают размерам коллайдера, при столкновения с которым срабатывает коллизия. Делать этого не нужно, потому что потому. Покупайте, как есть. Халтура.
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Concurrent players on Steam, sampled daily since tracking started.
Hours played at review time, across 35 reviews with recorded playtime.
I do not have a ceratin idea for this game I liked this game but there are 2 problems for me 1-There are just 12 levels 2-Sometimes character enters bug and you may die
this game has minimal effort put into it with little to no mechanics and lack of content. tip if u do buy this game click space + w at the same time for super jump which literally hell,ped me get through this game in 10 minutes
Gray platformer, developed by Laush Dmitriy Sergeevich and published by Laush Studio, is a small-scale 2D platformer that embraces simplicity as its defining trait. It strips the genre down to its most basic elements—movement, timing, and hazard avoidance—and builds a short, self-contained experience around those fundamentals. Rather than attempting to innovate or introduce complex systems, it focuses on delivering a clean and accessible platforming loop that can be easily understood from the very beginning. The gameplay is straightforward and immediately familiar. Each level presents a series of obstacles that must be navigated carefully, with the primary objective being to reach the endpoint without falling victim to traps or missteps. There is no combat, no progression system in the traditional sense, and no evolving mechanics that significantly change how the game is played. This simplicity makes the game easy to pick up, allowing players to move through its levels without needing to learn new systems or adapt to major shifts in design. It feels intentionally uncomplicated, almost like a distilled version of classic platforming. Level design provides the main source of variation, even if it remains within a limited scope. The stages are structured to introduce slightly different obstacle arrangements, requiring players to adjust their timing and movement with each new section. While these challenges are not particularly demanding, they are consistent enough to maintain a steady sense of progression. The difficulty curve remains relatively gentle, making the game approachable for players who may not be looking for a high level of challenge. However, this also means that more experienced players may find the experience lacking in depth or complexity. Visually, the game adopts a minimal but cohesive style that emphasizes clarity. The environments are simple, often relying on clean shapes and subtle effects to create atmosphere without overwhelming the player. This approach ensures that hazards and pathways are always easy to read, which is essential for a game focused on timing and precision. While the visuals are not especially detailed, they serve their purpose effectively and contribute to a consistent overall presentation. The audio design follows a similar philosophy. Background music and sound effects are present but understated, providing a calm and unobtrusive backdrop to the gameplay. The soundscape does not attempt to stand out or create dramatic moments, instead supporting the game’s relaxed and straightforward tone. This consistency between visual and audio elements helps reinforce the game’s identity as a simple, no-frills experience. Where Gray platformer shows its limitations most clearly is in its lack of variety. Because the core mechanics remain unchanged throughout, the gameplay can begin to feel repetitive after a short period of time. There are no new abilities to unlock, no significant twists introduced in later levels, and no additional modes or systems to extend the experience. The game’s short length further emphasizes this, as it can be completed quickly without offering much reason to return beyond completion or achievement hunting. That said, the game’s modest scope can also be seen as a strength. It doesn’t overextend itself or attempt to deliver more than it can support. Instead, it offers a focused experience that can be completed in a single sitting, making it suitable for players looking for a brief and low-pressure platforming session. Its simplicity allows it to remain accessible, even if it limits its long-term appeal. In the end, Gray platformer is a straightforward and minimalistic entry in the genre that succeeds by keeping its design clear and consistent. It may not leave a strong or lasting impression, but it provides a clean and approachable experience that fulfills its purpose without unnecessary complication. For players seeking a quick and uncomplicated platformer, it delivers exactly what it promises. Rating: 6/10
fácil y entretenido amenos unos minutos es muy corto es una pena 25 niveles seria ideal, la música buenísima.
It's a really great game with minimalistic graphics and i loved playing it. Please add more levels :)
I don't know about the beautiful part, but it is indeed "not difficult to pass the game". Half the levels can be completed with no issues at all and the rest require only a small amount of skill. Only takes 5-10 minutes to complete.
i think it's cool that the rarest achievement is to beat the first level :steamthis:
Beautiful and minimalistic graphics, interesting and varied levels, a good soundtrack.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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