
A pseudo 8-bit action platformer taking a bit of inspiration from film-noir and samurai dramas, iaidoka_interlude applies a few parkour and fighting game influences to mix up familiarity with a little uniquity.
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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
A short and simple platformer with some challenging stages and a very retro look. It's good fun for just a buck. If you enjoyed classics such as Shinobi or Ninja Gaiden you might also enjoy this one! :-)
[h1]Описание:[/h1] Платформер, в котором мы будем играть за паркурщика-самурая. Нам предстоит прыгать по платформам, от стенки к стенке и конечно рубить катаной врагов. Управление стандартное для платформеров. Сами уровни сделаны прикольно - нам показывается только отрезок где нужно прыгать и это может быть как совсем маленькое окошко, так и уровень на весь экран. Игра полностью линейная и в ней 5 довольно длинных уровней. Мало игр мне попадалось с приятным хардкором, где проигрывая в десятый раз хочется попробовать пройти еще и еще. У разработчика вышло одновременно две паркур игры - эта и "The Way of the Pixelated Fist", где главным косяком были раздробленные уровни и отсутствие карты. Тут же этого нет... Понравилось. [h1]Оценка: 5/10[/h1] [h1]Послесловие:[/h1] Если вам понравился этот обзор добро пожаловать в группу http://steamcommunity.com/groups/uojer - тут вы сможете увидеть рекомендованные мною игры, другие обзоры, а также просто пообщаться в хорошей компании
一款二维横版动作格斗游戏 动作部分主要时类跑酷的玩法,在各个平台间跳跃移动达到终点 格斗部分比较简答,就是按X,不停出拳打人,比手速,后期有些敌人稍微有些变化,需要加上↑或者↓打头或者踢脚 游戏难度在于一些地上那些一击必杀的刺,以及一些会把你打停顿的飞刀,前3章基本属于不停往前跑+不停按X就能过 第四章开始难度提升,有时候会被一些敌人直接连死,外加一些关卡设计上容错性比较低 第五章难度再次提升,甚至感觉故意把关卡长度拉伸,使得你一死就重来,变相提高难度 游戏质量一般,符合这个价格的定位,开发者的其他几款游戏也都差不多的风格
Ok, before I'm going to say anything else about this game I'd like to point out that it's a dollar. Why does this matter? Well to be honest you are basically paying a dollar for what we could say is Blaze Epic's rudimentary parkour game engine that was later polished in further incarnations. This game is difficult till you get the hang of it, the controls can be frustrating but work much better with an XBox Controller than Keyboard. Though I've almost cleared the game with both. I switched to controller in level 5 because the controller response is much faster than the keyboard input. The Parkour part requires a lot of timing and exact jumps which can be infuriating but not impossible. The fighting is basic single button that changes the moves based off the directional button you are pressing. Which works though most of the fights were really easy and usually ended with repeated groin kicks... ok that wasn't really a problem it was kinda funny. Long story short- This game is basic, it's frustrating... and yet I couldn't pull myself away from it after getting past the first level. For a game that's a dollar, it works and you care to look at the other titles done by this developer it's a neat way to watch the development this the creators much more polished titles. Also depending how well you do really will be the determining factor of how many hours you'll spend. Like you will either blaze through this or just dump obscene amounts of time.
"iaidoka_interlude" is yet another of literally thousands of 2D retro platformers infesting Steam and lowering the average quality of all video games everywhere. This badly made GameMaker Studio template job is a craptastic pixeltrash platformer with a loose "samurai" theme featuring a lot of hack and slash as well as your usual wall jumping, double jumping, hazard avoiding, and there's a minor "adventure" game element. None of these individual factors is implemented remotely well. It's the third of these from this developer and they're all practically the same game, the developer is just copying + pasting the same template, changing a few things around and pretending it's an entirely new game. This kind of self-asset-flipping is just about as harmful to gamers as real asset flipping... multiple copy + pastes of one bad game is a lot worse than just one of them. From a technical perspective, the game doesn't meet basic minimum requirements that most PC gamers expect as standard. A choice was made to use obsolete, decades old retro pixel "art" as a substitute for contemporary PC graphics. It's unclear if this is due to lack of budget or talent, regardless, the overall visual quality of the game is extremely low as a result. There's no option to change the resolution and no useful graphics tweaks. There's no way to ensure this is running at the native resolution of your display. There's no guarantee this game will look right on any PC as a result of this hamfisted design decision. Bewilderingly, the game doesn't include proper audio controls, so you can't turn off the annoying background music, you'll need to alt+tab out and stop the music using the Windows sound mixer. This is obviously not okay and it's unclear why the developers chose not to include this basic feature. The controls can't be customised, which will be an annoyance for many, but it can also render the game unplayable for differently-abled gamers, or gamers using AZERTY or other international keyboard layouts. PC gamers will be insulted by the demand from the developer that a console peasant children's toy controller should be used, despite this being on PC. Developers should try to be aware which platform they're developing for, and must never, under any circumstances dictate to gamers how their games are to be experienced. Some of the defects in the game can be attributed to the choice of using the GameMaker Studio construction kit/toolset. This is a very poor quality toolset favoured by amateur developers as it's cheap and requires little in the way of development skill, but unfortunately has very limited capabilities. Just as you can't make a silk purse out of a sows ear, you can't make a great video game if you use a terrible engine. GameMaker Studio is most commonly used to make retro pixel shovelware and cash grabs. A strong argument can be made that construction kits like GameMaker Studio should never be used to make games for profit, as the "developer", Blaze Epic has done here. These construction kits are intended to teach people some of the basic principles of game development, and to make small demos to pass around with friends. They're not intended to replace to actual work of real, professional game developers. So it's inappropriate when amateurs try to use these for profit, without any actual, real game development effort taking place. This doesn't result in products that have any real meaningful value for gamers. These technical defects push this game below acceptable standards for any modern PC game. "iaidoka_interlude" didn't appeal much to the people who own a copy of the game, either. It has achievements, and they show us a very clear picture that the game didn't really capture any interest from gamers. The most commonly and easily attained achievement is for completing the first level, trivial to get, but less than 13 percent of players bothered to get that far before uninstalling the game. Hardly a success story, gamers just weren't all that interested in the game. The poor quality of this game is also reflected by how many people spent time with it. At the time of this review, SteamDB shows the all-time peak player number was only 11 players. This is a remarkably low number, and now, the only player activity occurs once or twice a month, presumably someone loading it up to see what it is then quickly uninstalling it. Considering there's over 120 million gamers on Steam and well over 50,000 games for gamers to choose from, the overwhelming lack of interest in this low quality game is to be expected. "iaidoka_interlude" is relatively cheap at $1 USD, but it's not worth it. Given the defects and quality issues with the game, coupled with the unrealistic price, this is impossible to recommend. This is also competing with over 9,000 free games available on Steam, many of them far better than this paid product.
I would like to start this review by saying that I owned this game when it was still Jump/Boxer years ago so ye. So iaidoka_interlude is a very cheap and fun game, so much so that I actually played through the entire thing as opposed to it's previous incarnation, Jump/Boxer (though I still liked that game). From what I can tell the controls have been fine tuned to feel very natural and responsive, which made every single death feel like it was my fault. There were no instances where the game felt unfair thanks to the level design and controls. Just like Jump/Boxer, the music here is really nice to listen to. It gives of a lofi kinda vibe which I feel goes well with the gameplay. I feel like the story is decent though it could've been improved, but honestly this game isn't made with a grand story in mind. My only real complaint is the combat system. While I REALLY enjoyed the combat system and saw it as a massive improvement to Jump/Boxer, I would have liked more of a challenge. Maybe having different enemy types next to each other more often would have helped (One example I saw while playing was having a nunchuck guy stand behind a swordsman, making the swordsman more challenging to kill). This is just my preference though so just keep that in mind. I'm not sure if this is possible for the future of this game, but I feel like having some sort of a level editor would really help this game out in the long run. Allow people to save their creations locally and possibly share their levels online via the steam workshop. This is just a suggestion (because honestly I really want to play through more unique levels with this game's gameplay) but I understand if this is not possible, or the developer does not want to create a full on level editor. Anyways I can't complain too much because the developer basically gave us an updated (and new) game free of charge instead of just releasing this update as a whole other game, so props to the developer (though I would have bought it anyways). To conclude: I don't see a reason to not buy this game seeing as its literally a dollar, so I would recommend this game for people who enjoy 2d platformers and for those who want to support the developer!! (Also if you wanted to see what Jump/Boxer was like before it became iaidoka_interlude, I would recommend checking out the discussions page. The developer pinned a guide somebody made on how to play the original game.)
Приятно порой поиграть в игры такого типа. Спокойное времяпровождение, можно погрузиться в свои мысли.
MS-DOS Prince of Persia but faster.
[h1] Short and Sweet [/h1] Iaidoka_interlude is a well-balanced, challenging platformer. The controls feel smooth and responsive. The levels/sub-levels are well-designed and have a good sense of flow to them. I find it very easy to pick up and play this game for, say 20 minutes or less and put it down feeling satisfied. This game does have a level-select (of which there are 5). It will usually take me about 40-45 minutes to beat the whole game; with practice, it could be done in less time. I enjoy playing a kind of "meta-game" in finding the most efficient solution to each sub-level (essentially speed-running practice). I feel like every time I run through the game, I find a new trick, timing, or method that saves time. The graphics and themes are stylish and aesthetically-pleasing. The sounds and music are pleasant, though I always appreciate the ability to mute as I like to multi-task. I have encountered a handful of bugs, often involving a wall or ledge, but they are few and far in-between. Usually, I don't see any in a single play-through. The enemy behavior does throw in a bit of randomness that can augment absolute speed-running consistency, but then it might be far too easy if they were more predictable. Nonetheless, there is a decent variety of enemy types. One small addition I would love is some kind of indication on the exits that the next screen, the player will be going in the opposite direction. It happens about a dozen times, which I like and it only takes some memorization on my part, but a little arrow would make the levels just flow really well together. I don't have any real complaints. I'd like more levels, but the amount it has is apt for the price tag. It seems this game used to be a game called "Jump/Boxer." The dev gave the option to revert this game into that game if you want to try it, which I think is cool. I have yet to play it, but it seems most of the negative reviews are for that game. I hope others will look deeper into iaidoka_interlude despite the mixed rating, because I think it's worth playing, especially for the price.
Parkour part feels good, but you have to get used to it a bit. Fighting part solves with button mashing (press forward too) which is lame. Art style is nice. Not bad for an hour or so.
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