
Jump, switch and fly your way through mind-bending subterranean puzzles in this stunning new platforming adventure from the award-winning Press Play!
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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, Portuguese - Brazil*languages with full audio support
Engagement
Hours played at review time, across 41 reviews with recorded playtime.
Reviews
Themes across 41 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
[h2]初玩十分惊艳[/h2] 本作是之前微软收购的工作室Press Play制作的,因为比较喜欢他们的《麦克斯:兄弟魔咒》,所以也把这款游戏买了。游戏不支持中文,但不影响游玩,词汇也非常简单。最初玩的时候感觉十分惊艳,但关卡设计和美术风格十分吸引我。本作是个横版平台跳跃游戏,但每次会同时操控两个图腾。两者可以一键交换位置,叠在一起时可以按两次跳跃达到更高的高度。之后,游戏引入了上下左右分离、反向重力、变大变小、翅膀滑翔浮空等能力,几个能力还交替组合。环境中有冰面滑行、垂直关卡、炮台发射、怪物追逐、BOSS战等机制。游戏反应很灵敏,玩起来丝毫不会冷场,复杂度和难度慢慢增加,十分顺滑。其画面虽然很简约,但粒子特效和反射效果很出色,而且不同颜色的图腾都散发不同颜色的光,能照亮接触的位置。游戏关卡中隐藏有挑战房间,总共9个,里面的向导Hoebear总是在不停的打破第四面墙,仿佛在直接跟玩家说话,说你为啥那么在乎成就啥的,颇为有趣。 [h2]智力与敏捷的双重考验:中后期挫败感强[/h2] 到了后期,游戏的难度不断飙升,特别是那些需要操控重力的关卡,晚一丁点就可能来不及下落。如果这是个解谜游戏,靠脑子解开谜题通过的话我就没啥意见,但重力关卡里太考验反应速度了。甚至有时还是靠尝试积累对下落的把控,考验反应+计算能力,对我来说有些超纲了。BOSS战过程中需要一边躲避障碍,一边收集,常常稍微失误一点就从挺久之前重来。有些关卡我收集满了70个物品,但是死的次数超过70,到最后被扣到0分,好多关都是木图腾。大概前7、8关,个人感觉努努力还是能拿到金色图腾的,后期有些关卡实在太难了,一丁点的失误都不能有。要是非得要全黄金图腾,这游戏立即就会变成受死游戏,体验感直线下降。再补充一点,这游戏应该有不少Bug,我就碰到过不止一次的两个图腾分离后并不到一起,以及变大图腾砸不碎地面的情况。我确定是Bug,因为反复尝试某些关卡的时候,有时会发生,有时不发生。 单人主线总共24关,里面有9个隐藏挑战房间,DLC还有额外的10个关卡,但我并不想买了。双人合作模式无法在线联机,只能俩人线下玩。对我来说,媳妇连操作《双人成行》都费劲,这个就不要想了,我就看看视频得了。这游戏整体的热度并不高,在Youtube上搜索游戏名,出来的几乎都是关于Kalimba乐器的视频。国内的热度要高不少,主要是粉丝量很多的「逍遥散人」做过几个很有趣的视频,很多人因此入坑,并纷纷在测评区留言。总之,这是款十分老派的硬核跳跃+解谜游戏,画面和操作令人很舒适,关卡和能力设计也很棒,但非常考验反应速度。对我来说整体有些过难了,通关可以,但想玩好就需要大量的练习,高度集中注意力,并且在偶尔失误的情况下不愤怒、不沮丧。 [h2]从Press Play到Flashbuld:收购、关闭、重建[/h2] 本作的开发商Press Play是位于丹麦哥本哈根的一家工作室,成立于2006年,第一款作品就是《麦克斯与魔法标记》。2012年,微软大举收购工作室,Press Play连同制作《光环》IP的343 Industries和极限竞速系列的Turn 10 Studios等一起被收入囊中。次年,他们就推出了《麦克斯:兄弟魔咒》。2015年发布的《Kalimba》获得过BAFTA的最佳原创游戏提名,虽没得奖,但输给《勇敢的心:世界大战》可一点都不丢人。2016年,微软可能出于资金方面的问题将该工作室关闭了。此后,原工作室的主要人员成立了Flashbuld工作室,他们制作出的《Trailmakers 机械制造者》和《橡胶强盗》在Steam上都有售卖,前者卖的应该还可以。他们的下一个项目本来是《橡皮大逃杀》(Rubber Royale),不过还没发售就在Steam上被标记为停售,已经取消了,还伴随着裁员。工作室目前在做车辆建造类游戏《Trailmakers》,最近一年没什么消息,要是这个项目再表现不佳,估计可能还得关闭。
平台跳跃+轻度烧脑 没有中文,但不影响 游戏机制很不错,手感也好。俩傻子表情很丰富,挺乐呵的 双人模式只能本地,有点难度,考默契,有点费朋友,但还是很欢乐的 但是要凹全金的话就有些痛苦了(
有点难 挺好玩的
远程畅玩会闪退,没有方便的联机方式
申明:我没找到朋友一起玩,因此只对单人与单人DLC内容评价。 游戏玩法很奇特,每一关都有自己的特色。如:重力方向改变、善用体积差异、滑翔等。 补充某天晚上找到了朋友一起玩,对双人对战的评价是,双人对战非常有小巧思,不会有某个人躺着,会有一方在某个阶段当主力,然后反过来。所以有的时候会有一种掐死队友的想法,当然乐趣多多。
Kalimba, developed by Press Play and published by Xbox Game Studios, is a puzzle-platformer built around a deceptively simple idea that evolves into something far more demanding than it first appears. Beneath its bright colors and clean presentation lies a game that challenges coordination, spatial awareness, and timing in ways that feel both inventive and occasionally punishing. It’s a tightly designed experience that doesn’t rely on narrative or spectacle, but instead on the steady escalation of its central mechanic. The premise is minimal and largely symbolic, revolving around a shattered totem and the restoration of balance to a stylized world disrupted by a dark force. Rather than telling a detailed story, the game uses this setup as a loose framework to move players from one challenge to the next. This restraint works well, as it keeps the focus entirely on gameplay. The environments, while visually distinct, function more as abstract puzzle spaces than narrative locations, reinforcing the idea that Kalimba is primarily about interaction and problem-solving rather than storytelling. What defines the experience is its core mechanic: controlling multiple totem pieces at once. These pieces move in unison, responding to the same inputs but often existing in different positions within the level. At times they stack together, behaving as a single entity, but more often they are separated across parallel paths, requiring players to think about how each movement affects both characters simultaneously. This creates a constant mental balancing act, where success depends on maintaining awareness of multiple spatial relationships at once. It’s a concept that feels intuitive early on but becomes increasingly complex as the game introduces new variables. As players progress, the game continuously expands on this foundation with new mechanics. Color-coded platforms restrict movement to specific characters, gravity shifts alter how levels are navigated, and various environmental hazards demand precise timing and coordination. Each new idea builds on the last, creating layers of complexity that transform relatively simple layouts into intricate puzzles. The design is efficient, rarely repeating itself for long, and this constant introduction of new elements keeps the experience engaging even as the difficulty ramps up. The pacing plays a crucial role in maintaining this engagement. Kalimba moves quickly from one concept to the next, ensuring that players are always learning something new. This keeps the experience fresh, but it also contributes to its challenge. There is little downtime for mastering individual mechanics before they are combined with others, and later levels can feel overwhelming as multiple systems interact at once. Precision becomes essential, and even small mistakes can lead to failure, particularly in sections that require exact timing across multiple characters. Checkpoints are frequent enough to prevent frustration from becoming excessive, but the game still demands persistence. The cooperative mode introduces an additional layer of complexity by splitting control of the totem pieces between two players. What is already a demanding system becomes a test of communication and synchronization, as both players must coordinate their actions perfectly to progress. This can lead to rewarding moments of teamwork, but it can also amplify the difficulty, especially if coordination breaks down. It’s a mode that highlights the strength of the core mechanic while also exposing how challenging it can be when shared between players. Visually, Kalimba adopts a clean and geometric style that prioritizes clarity over detail. Bright colors and simple shapes ensure that players can easily distinguish between elements, which is essential given the complexity of the gameplay. While the environments may lack variety in a traditional sense, their design serves the mechanics effectively, keeping the focus on readability and precision. The audio design complements this approach, providing rhythmic cues that subtly reinforce timing without becoming intrusive. Despite its strengths, the game’s difficulty may not appeal to everyone. The combination of puzzle-solving and precise platforming can create moments where the challenge feels more punishing than rewarding, particularly for players who struggle with multitasking or timing-based mechanics. Additionally, the constant introduction of new ideas, while engaging, can make it difficult to fully internalize any single system before moving on. In the end, Kalimba stands out as a focused and inventive puzzle-platformer that builds a rich experience from a single core idea. It rewards players who are willing to adapt, think spatially, and persist through its more demanding sections. While its difficulty and abstract presentation may limit its appeal, those who engage with its design will find a game that is both mentally stimulating and mechanically unique. Rating: 8/10
不能两个电脑联机
Lo jugué en la ASUS ROG Ally con control de Xbox, tanto en portátil como con monitor, y funciona perfecto incluso desde 10W, sin problemas de rendimiento. El juego empieza bastante sencillo y relajado, casi chill, enseñándote poco a poco las mecánicas. Pero conforme avanzas… la cosa cambia bastante. Los niveles se vuelven cada vez más exigentes y algunos requieren mucha precisión, lo que puede volver la experiencia bastante frustrante si solo querías algo tranquilo. Aquí creo que aplica más una valoración neutra: no es un mal juego, pero tampoco lo recomendaría al 100%. Es de esos títulos que pueden gustarte mucho si disfrutas los retos y repetir niveles hasta dominarlos. En mi caso tuve que dejarlo para después, porque ya me estaba empezando a sacar el lado oscuro gamer
画面精美,操作难度逐步增加,单人休闲游戏和双人休闲游戏神作
买了玩一会朋友不陪我玩了差评
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Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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