
ASCEND the peak in search of the Joyspring. Explore every cavern and cave, crevasse and chasm. Hear the wind sing. Keep dashing and find the spring. And when you return, return smiling.
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Languages: English
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Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Me enacnta sobretodo por el apartado artístico. Da vibras relajantes.
A pretty good and complicated game, but sadly not my type of game. But still if you ar into this kind of game it really is something good. I can recommend it for platformer friends
Вот так бывает: запустил одну игру — она разочаровала, зато напомнила, что есть Undertale. А там и музыка отличная, и персонажи живые, и сюжет цепляет. В общем, спасибо Joyspring за напоминание о настоящей классике.
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Concurrent players on Steam, sampled daily since tracking started.
Hours played at review time, across 40 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Very bad control layout and can't rebind the keys properly. I'd love to play it if they were better
oui
This platformer definitely has inspiration from games like celeste. managing different layers is a nice new gameplay feature. unfortunately the controls are very difficult and awkward to use, and it is difficult to identify how to get things like wall jumping working consistently,so that kinds of ruins enjoyment of the game
The games mechanic idea is quite cool and the visuals are really, really good, but there are some small things that make me think that the game hasn't been play tested very much, if at all. 1. I think that if you are inside a wall and try to switch, instead of killing you, it should just not let you do that i think i have lost the most amount of deaths to accidentally switching. That also solves the problem of when you press switch after dying you wont get the death blackout multiple times. 2. The float mechanic is kind of difficult to manage. You have three different abilities to do very different things and often its just too much to handle. I think at least one of them should be like semi-automatic. For example maybe the float mechanic could like a bubble you can collect that runs out after a certain time period? 3. Moving platforms should start when the player starts moving. Creates a little bit of freedom to sip tea or something in between trys. 4. Pressing right/left a tiny bit before jumping off a wall doesn't let you actually jump. I am not a game dev, but I think fixing that should be similar to coyote time. I think the game has tremendous amount of potential because of the visuals and mechanic ideas, but these game design flaws just make the game annoying to play. I'm sorry 4.5/10.
El juego esta bien en general, aunque hay ciertos niveles que no están muy optimizados y el framerate baja, pero el mayor problema son los controles. Hacer wall jumps es muy complicado y no siempre funciona, el coyote time no se siente mucho hasta el punto en que me hace dudar que hay coyote time, hay veces que el floating se desactiva de la nada y otras veces que el segundo dash no se activa. Esto hace que la experiencia de juego sea un tanto frustrante ya que no siempre es la culpa del jugador.
Joyspring seems like it is trying to be Celeste but is actually (in my opinion) harder. If you are using controller, the D-pad doesn't work so you have to be precise with the joystick which wasn't the case with Celeste and i may have enjoyed this game but i eventually got stuck. 5/10
Gráfico ok, Mecânica bem ruinzinha. Se tu curte sofrer um pouco pra passar de obstáculos, fica a dica
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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