
You are Zack. Juggle balls with unique properties through platforming puzzles to a goal at the end of each stage. Help Zack fill his treasured book of stickers to unlock optional challenge levels, where you race against the timer to destroy targets as fast as possible.
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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
Great Game xD
[h1] Feel more like a spoof than actual game. [/h1]
[quote]Follow my Curator page, [url=https://store.steampowered.com/curator/41363546-Fruit-N-Doggie-Reviews/]Fruit N Doggie Reviews,[/url] so you can be updated whenever I post a new review.[/quote] [h1]Overall Rating - Seriously Flawed ★★☆☆☆[/h1] [h1]First Impressions[/h1] I've had HackyZack (HZ) in my library since 2017, when it came in a monthly Humble Bundle. Interestingly, many of my Steam friends have the title, and have played it for more than a few hours. What this means, I've no idea, but there's only one way to find out. Aside from asking them of course, why would I do that? Not when I can just play HZ for myself. [h1]Gameplay[/h1] There are two modes, both of which have six worlds, made up of ten stages. In Goal Mode, your objective is to kick the ball into the goal, resembled by a yellow wall. It's a reasonably sized target to aim for, instead of a pinpoint small mark you have to hit. Within each stage, there's an optional sticker that can be collected. However, you have to kick the ball into it, and still beat the stage, which isn't that easy when the sticker is in a treacherous location. Collecting these are the only way to unlock stages in Target Mode though. Like the name suggests, Target Mode has a handful of targets to hit, and you beat it as soon as the ball breaks the last target. You can earn three stars for each level, which is centered solely around clear speed. Although unlocked from playing Goal Mode, the stages in Target Mode aren't reflections of the places you earned them from. There's really no correlation between the two, aside from the overall theme of that world. For example, the second world introduces green switches, which activate or turn off platforms for a short duration, but how they're arranged on the stage differs for each mode. https://steamcommunity.com/sharedfiles/filedetails/?id=3142069804 [h1]Controls[/h1] The controls are something I'd consider an unfortunate design choice. After all, you have to constantly kick the ball around each stage, keeping both it and the character safe, and where the ball goes is based on which direction your character is facing. This is a problem because the requirements of moving the character can be at odds with where you want the ball. For example, while trying to wall jump, zig-zagging as you climb upward, you can be facing one of four or five directions at any moment, and have to keep kicking the ball the right way each time. It's a very difficult juggling act, whereas if you could just use the right analog stick to aim and kick in tandem, that'd resolve this whole mess. [h1]Story[/h1] When you start a new world, a word with negative connotation fills up the entire screen before fading away. It's such an odd tone for a platformer centered around a casual hobby, and somewhat comes across like an insult. After all, if I made a game based on stamp-collecting, then tied it to words like loneliness or depression, I believe most people would reasonably conclude that's what I think of those enthusiasts, “You don't have to insult them when you're the one who made stamp-collecting the focus of your game.” Otherwise though, there's no cutscenes or dialogue, so this is the closest thing to a story or message that HZ has. https://steamcommunity.com/sharedfiles/filedetails/?id=3142070371 [h1]Visuals[/h1] Hacky sack was a popular trend at one point, and from what I know, it seemed to be connected with college students. However, I don't think it ever reached the heights of ultimate Frisbee. My point for this is that there was a culture to the hobby, but not enough of one that there's a widely recognized aesthetic or outfit, “You can tell those people are serious sackers.” Either way, this game's appearance doesn't really scream hacky sack to me. Part of that might be because, depending on the world and layout, quite a few stages and backgrounds look abstract. A plain blue screen isn't too distracting, but the one with a handful of blinking eyes might catch your attention. Maybe they're going for the radical angle? Another aspect that doesn't necessarily resonate with hacky sack is the walls being arranged in ways more fitting for parkour than anything else. Lastly, I think the main character looks like a soccer player. [h1]Sound Design[/h1] Each of the worlds has one song associated with it, and if the stages could more easily be beaten quickly, I think that'd be perfectly fine. However, with the actual playtime necessary for most people trying HZ, it might have been helpful to add a few more. On the positive side, despite their negative titles, the music is vibrant and catchy. Admittedly, the sounds made by the character while platforming is a bit distracting, especially with the music not being louder to overpower it, but it also makes perfect sense that Zack would keep grunting with everything he's doing. It can't be easy leaping around while kicking a ball the same size as your body. https://steamcommunity.com/sharedfiles/filedetails/?id=3142070059 [h1]Pros[/h1] 🌟 If you're stuck on a specific stage, you can jump around and play other ones in the world. However, to get to the next world, you have to beat all the other stages first. 🌟 Conceptually, I really like what HZ was going for, as the first few levels were pretty fun to play through. It had some challenge, but was manageable. [h1]Cons[/h1] ❌ You have too many things to focus on at any given time. Getting your character into the right place, making accurate kicks to put the ball where it needs to be, which platforms will interact with what, etc. ❌ The difficulty spike from world 1 onward is too steep, “Alright, I think I've got the idea. That wasn't too bad. Looks like I spoke too soon.” [h1]Tips[/h1] 🔍 I believe each stage is set up like a golf course, in that if you approach it in a specific way, you'll have an easier time with it. That's my theory at least. Putting it into practice is another matter. 🔍 How far the ball travels when you kick it will always be the same. There's no power gauge to bear in mind, and momentum isn't a factor to the strength of your kicks. [h1]Final Thoughts[/h1] Even though the controls weren't ideal, if the stages weren't so hard to navigate, I think more people would have enjoyed playing HZ. It's a novel concept for a platforming game, and could have made for an interesting challenge, juggling an object while carefully moving around. When the difficulty escalates so rapidly though, with most of the challenge coming from just controlling the character and ball, it gets frustrating quickly. Perhaps I'm dodging the buck, but I don't feel like failure stems solely from my mistakes or lack of practice. Instead, I attribute it to the wonky control scheme. Why would I take responsibility if you're handing me the wrong tool for the job? You wouldn't use a power drill to bang nails into 2x4s. I wouldn't recommend HZ because despite my experience with platformers, my patience with this title runs out rapidly. [table] [tr] [th]PC Specs[/th] [th]Performance[/th] [/tr] [tr] [td]Ryzen 2700 RTX 2070 16GB RAM ADATA SSD 1920x1080 [/td] [td]The game ran without incident on default settings. 💖 - HZ is healthy [/td] [/tr] [/table]
The controls are useless, the sound is painful to listen to, and it's not worth the money.
Воздушные булочки Ингредиенты: молоко –150 мл; вода – 150 мл; яйцо – 1 шт; дрожжи – 12 гр; сахар –120 гр; сливочное масло – 120 гр; ванилин – 0,5 ч. л; соль; мука. Способ приготовления: В глубокую миску налить теплое молоко, теплую воду, добавить яйцо, сахар, дрожжи, ванилин и все хорошо перемешать, пока растворится сахар. Далее в эту массу постепенно добавить муку, тщательно вмешать в тесто сливочное масло, нагретое до комнатной температуры. Тесто накрыть чистым полотенцем, дать ему хорошенько подняться, обмять и убрать на ночь в холодильник. С утра достать тесто из холодильника, оставить на 40 минут при комнатной температуре. Далее необходимо сформировать булочки любой формы, дать им немного расстояться, смазать яйцом и выпекать в духовке, разогретой до 180 градусов, 40 минут. При желании можно добавить в них начинку. Готовить - это просто =)
Just an annoying game. The first thing you see is a condescending message that "You better not even be Thinking about touching your keyboard for this game, it is CONTROLLER ONLY" but then the controller functions the exact same as keyboard controls, no analogue differences and some levels I actually had to use keyboard controls to be more precise and quick with the movements.
It's an interesting concept, but the movement feels floaty and definitely not satisfying. I only played for a few minutes and I got more frustrated than anything else.
Very fun IL juggler platformer. The movements required for 3 stars on the target mode can be a bit technical and are generally very satisfying to pull off.
——记录:25/12/02入。 ——2D横板跳跃闯关小游戏,新鲜元素是有不同属性的球参与解密。 ——有搜集元素,55张贴纸。 ——不支持中文,支持手柄。25/12/12。
고난이도 플랫폼 게임입니다. 왠만한 고난이도 게임들보다 어렵습니다. 고난이도 플랫폼에서 제 몸뚱이 하나도 건사를 못하는데 공까지 차야합니다... 게임이 묘하게.. 프레임이 안 나오는 느낌이 있는데 저만 그런건지 모르겠네요. 이런 류 게임 좋아하시는 분들은 한 번쯤 해보셔도 괜찮겠습니다. 공 튀기면서 캐릭터까지 움직여야하는 빡센 하드코어함을 즐기시는 분들이 얼마든지 계실거라 믿습니다. 실제로도 플레이 한 사람들의 평가도 좋은 편입니다. 어려워서 그렇지.. 모두의 취향은 절대 아니라는 거죠... 문제는 그 모두의 취향은 아니라는 것에 저도 포함이라는게..
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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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