
Klang is an innovative take on traditional rhythm games that pushes the genre beyond pressing buttons to tempo into a world of fast-paced exploration, platforming and combat.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, Norwegian*languages with full audio support
Engagement
Hours played at review time, across 49 reviews with recorded playtime.
Reviews
Themes across 49 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
Всё. Я больше не могу. Моё терпение лопнуло ♥♥♥♥♥. Возможно, у меня была слишком высокая планка ожиданий. Ну, знаете, от РИТМ-ПЛАТФОРМЕРА ждёшь хорошего РИТМ-КОНЦЕПТА и достойного ПЛАТФОРМЕРА. ♥♥♥♥♥, у меня сейчас просто не получается на холодную голову рассуждать общие тезисы, в чём игра плоха. Я просто перечислю факты, вывалив их, как ушат с помоями: 1. Раз тут core-механика драк - отбивание в ритм вражеских атак, какого хера их невозможно считать с экрана нормально?! Вы когда на странице магазина пишете, что "Эта игра - переосмысление всяких DDR/PIU" - может, у первоисточника совсем базовые вещи правильно спиздите? Не заметили, что стрелки 1/4 такта там ВСЕГДА КРАСНЫЕ, 1/8 - ЖЕЛТЫЕ и т.д.? Может, это чтобы игрок мог правильно "считать" эту стрелку?! А тут, получается, со всех сторон тебе доли разной размерности летят, а ты тупо угадать пытаешься, в какой момент времени нажать! 2. Почему сюжет такой ♥♥♥♥♥♥? Он вообще есть в целом? А абсолютно нулевой нарратив почему? Я ни на одном "уровне" не мог понять, что я в целом делаю и в насколько обозримом будущем меня ждёт конец. Почему после финального босса мне открывают какую-то новую карту мира? Что я там делаю? И уровни там почти все "бонусные"? Что это за место? А перед последним боем зачем заставили пройти по сути, весь первый уровень заново? Да и вообще, в чем смысл "приключений" героя? Что за типы его избивали, а потом он их по одному разобрал? Что это за портал в начале и "конце" игры открывают его мечи? Полная ♥♥♥♥♥♥! И почему весь реальный экшн сражений происходит в катсценах? Я сюда мультики пришёл посмотреть? 3. Левел-дизайн блевотный, как у инди-высеров со дна Steam - и это в целом. Как насчёт ""Мы научили тебя одной механике, теперь кучу уровней будет ТОЛЬКО она? Это я про этапы с "отрази выстрел - появится платформа". 4. Почему уровни начинаются ничем и также заканчиваются? Так же отвратно был построен ещё один ритм-высер: Rush Bros. 5. Почему при достойном стиле графики вы взялись за покадровую анимацию? Когда это делает Scott Cawthon во всех своих играх - там всё понятно, он соло работает, как может. Но вы же, ♥♥♥♥♥, НОРМАЛЬНО КАТСЦЕНЫ АНИМИРОВАЛИ! ПОЧЕМУ ГЕРОЙ В ГЕЙМПЛЕЕ В УЩЕРБНОМ СЛАЙДШОУ ДРЫГАЕТСЯ??? 6. НАХЕРА на карте мира показывают РЕЗУЛЬТАТЫ IDLE-уровней??? Разумеется, там всё по нулям - потому что там врагов-то нет, еб вашу мать! Всё, надоело дальше разбирать. Аж блевать тянет. Все полтора часа игры мой экспириенс катился линейно вниз. Ещё полчаса назад я готов был с натяжкой поставить палец вверх... но когда на очередном "бонусном" "послеконцовочном" уровне меня поместили в УЖЕ ПРОЙДЕННУЮ комнату с ублюдским роботом, которому надо прыгнуть на спину, а ты это хер сделаешь, как и активируешь предварительно все кнопки на уровне при этом - моё терпение кончилось. Я ожидал ОТЛИЧНОЙ игры. При запуске уже надеялся на ХОРОШУЮ. А спустя всего 2 часа убедился, что передо мной - дерьмо.
ビジュアル優先ゲーです。 テクノなBGMと適度なスピード感、サイケなグラフィックの相性は抜群で、非常に深い没入感を味わえます。 ただ、いかんせん音ゲー的な攻撃弾きとロックマン的なジャンプアクションを同時にやるのは忙しすぎます。 ゲームをクリアしなくても心に残らない人か、ゲームが非常に上手な人にしか勧められません。 総じて値段なりの個性派ゲームといえます。
I like rythm games, hard platformers and twitchy skill-based games, but this is just a chore. I played this until I beat the Fallen Angel boss on the "how it's meant to be played" difficulty. My impressions: - game starts up and recognizeses my 144 Hz monitor. [url=https://steamuserimages-a.akamaihd.net/ugc/956354469474151745/59D3D939B5ABEC4FFEED9B15FAEF673A60FFFA80/]Tells me to turn it down to 60 Hz[/url]... on operating system... I'm no tech expert, but why doesn't it just offer a fps cap in the settings? No understanding from me. I kept on with 144 Hz and I did not encounter serious errors, just one or to lags. - plays intro cinematic Me: "...Dude, wtf just happened? Who is this Zeus with headphones guy? And who is THIS guy? And THAT guy? And... why did we want to go into a portal in the first place?" - During every other cinematic: "Dude, seriously? WTF is this supposed to be???" - Controls/gameplay: Left stick: move left and right Left shoulder button: Jump Right stick: hit incoming note (cardinal and ordinal directions) Right shoulder button: Duck (not the quack quack quack, but the ducking under) You jump and run through a level while defending incoming note-bullets by hitting the direction they are coming from and on the right beat. This is visualized by a raising cone near you. You press when it reaches its top. Next notes are meanwhile raising of other directions. But if the next note is from the same direction you cannot rely on this visualisation, the only way you could know is by scanning the screen for bullets of the same direction. It's a bit unfair, because there are many things you need to take care of at the same time. Just saying. Visualisation is failing a bit to deliver the input. On one extra pirate level there were so many flashy-flashy bling-bling lights, that I didn't even notice, that I stood in a hurting laser beam. The levels before needed you often to stay where you are, so I did that here too. The information, that I must NOT touch that laser beam was too subtle, as well as the information that I stood in it being HURT. Awful are the levels with the bots looking for you and if they see you, you're instantly dead by an uber laser. Restart from the beginning. I happened many times where the level failed to deliver me enough information for me to be able to know what I need to know to not die. So I died and did it again memorizing what I need to know. I find this to be bad level design. E.g. A beam off-screen not seen before I'm pushed into by a stream whirl, killing and forcing me to restart. The end of constantly appearing and disappearing platforms hidden by flashy beams, so I fall down. Yeah, I like the idea of a rythm platformer, but this is not executed well. I have high hopes for Soundfall to get a similar crossover done well.
Um jogo realmente muito divertido e desafiador ao mesmo tempo! Consegue de forma surpreendente combinar a certos no ritmo da música, com destruir robos de forma não muito simples! Difícil, mas vale a pena
コンセプトが空回りしていてもったいないなという印象 ゲームの紹介文を見てあなたが思った内容とは多分違うゲームです 他の方も書いてますがリズム面では音とアクションタイミングが頻繁にずれているし、アクション面ではただの初見殺しがほとんどなのでストレスが少しずつ蓄積されていく 基本的にレビューは良いところ見つけて書きたいんですが、このゲームでは無理でした
Three minutes in there's an immature spike in difficulty. Things just fly at you from every direction and dogpile you. Timing cones get easily cluttered with attacks. Timing is not set to music, only enemy attack coordination. It lives up to every negative review. Funny Klang 2 has noting but positive remarks, so I'll try that next (bought em bundled.)
Это тяжёлая ритм игра с хорошей музыкой и стильной атмосферой, эта игра напоминает No Straight Roads и Hi-Fi RUSH, но как попытка реализации идеи платформер ритм-драка, получилось совсем неплохо. Из минусов, здесь очень тяжело попадать в ритм из за визуала, нужно будет потратить время чтобы адаптироваться, игра очень необычная советую купить всем тем кто любит ритм игры. P.S. В настройках можно отключить эффект которые постоянно меняет цвет (Узнал об этом в конце игры) советую отключить если не можете пройти уровень, меня этот эффект очень сильно сбивал с ритма
我在遊玩中, 結算畫面後會 一直都有出現 在視窗模式和全畫面切換 (閃了一下). 遊戲bgm 感覺都沒有出現. 只聽到幾個音的(bgm?), 和效果音. 感覺只有單純的按鍵, 沒有什麼節奏可言. edit message to dev ~ 2nd : (@ 2019/1/3 21:16 UTC) i'm playing on desktop, but i play another music game not need require SSD disk so high requirement already can smooth to play.
Experiência frustrante para um jogo que aparenta ser incrível. Como o trailer mostra é um jogo rítmico com um estilo original mas extremamente confuso. * POSITIVO: ALTA QUALIDADE e ESFORÇO - É importante deixar notado que o jogo tem um nível de animação, cutscenes, gráficos e a pegada em geral com muito esforço colocado, da melhor qualidade possível. - Importante destacar também que possui músicas boas, é de fato rítmico e tem uma pegada bem experimental. - De fato mistura o estilo plataforma com a parte rítmica. * NEGATIVO: CONFUSO, COMPLEXO e NÃO SATISFATÓRIO - Toda a história e estruturação de fases do jogo é extremamente confusa e incoerente na primeira hora. Fases dentro de fases, progressão por capitulos acaba virando progressão por mapa com fases com múltiplos setores algumas vezes, outras vezes são parte de um mundo aberto? Quem sabe? A progressão é muito confusa e estranha. - A jogabilidade, a mecânica rítmica, o ponto principal do jogo, é muito confusa, complexa e frustrante por falha de design não por dificuldade. Você não consegue saber quando deve pressionar os botões pois eles vêm piscando em várias cores camufladas no cenário, cenário que não para de cuspir mais cores em você a todo momento (inclusive quando você acerta as notas), e tudo isso enquanto desvia e pula de obstáculos que devem ser executados com precisão cirúrgica. No papel a ideia do jogo parece interessante, na prática é você se matar pra tentar enxergar os botões deve apertar em um jogo rítmico de alta velocidade e sobrecarga sensorial enquanto joga um jogo plataforma. Pra se ter uma ideia. a maioria das vezes você nem sabe que errou um alvo, só percebe porque o jogo coloca um sinalizador de erro. Pra um jogo rítmico isso é extremamente frustrante e entediante uma vez que você quer que seus reflexos e sintonia sejam desafiados, de preferência de forma agradável, não que seja testada sua capacidade de enxergar e compreender o que acontece na tela. - Na parte de plataforma, a implementação da progressão por tentativa e erro dentro de um jogo com sobrecarga epiléptica não é tão agradável, chega a ser contra-produtivo com a parte rítmica do jogo as vezes. Muitas discussões e reviews reclamam que isso faz com que o jogo perca sua sincronicidade com a música. Eu odeio ter que colocar a avaliação como negativa nesse jogo, se houvesse um meio termo entre positivo e negativo teria colocado, mas a real é que esse jogo tem tudo o que precisa pra ser incrível na sua embalagem e apresentação, você sente a hype logo de cara. só que quando você abre pra aproveitar e jogar.... o jogo não te entrega o que você espera e você se decepciona.
Disclaimer: The game says it might be ♥♥♥♥♥♥ if you don't run it at 60hz refresh rate, but that's retarded, I'm not changing my refresh rate every time I want to enter/leave this game, so this is a problem that is the devs' fault and a failing of the game. I played it at 75hz, and it didn't seem to present any problems. I don't think any of the below is from refresh. The good: They tried to make an actual rhythm game, where you have to input keys to the beat, and in some stages, it actually seems to work that way, and it's very satisfying. The music's pretty good too. When you die, you need to restart from whatever the last savepoint is. You have unlimited lives, and the savepoints are not spread out too much, so it's reasonable. The bad: The indicators of when to hit a key, are terrible: -Audio: Besides a few exceptions, the music doesn't give an accurate indication of when to hit a key, which is the main failing. Isn't that the point of a rhythm game? It sure is for me. -Visual 1: there's a "HUD" around your character indicating directions, and it fills up as projectiles get closer. Seems pretty standard, except there didn't seem to be any specific part of that HUD that you are consistently supposed to hit the keys in, making it useless except as an indicator of DIRECTION. -Visual 2: The actual "projectiles" approaching your character. I found this the most accurate way to guage when to hit the keys, but it's not fun when you're not doing it to the beat. They're also often hard to see with the flashy stylized visuals. Later stages involve platforming at the same time, with map elements that will kill you, activating or moving to the beat. These are reliably on the beats, unlike when you have to hit the projectiles. This just adds extra difficulty to the already hard "rhythm" gameplay, but difficulty isn't necessarily a bad thing, it's just built on a bad foundation here. Eventually I got to a stage where I could pretty much master the first part, but then I couldn't figure out the 2nd part, because of the above. Nonsensical "rhythm" projectiles, along with platforming, and just endless deaths and restarting from the savepoint. Since I couldn't progress, that was the end of me playing this, and here I am reviewing. The story: Does anyone care about the story in a rhythm game? Well if you do, good luck with this one, I couldn't figure out wtf was doing on, despite their pretty nice animated sequences. Thor of musicland beats your ass, then you have to fight Thor's minions? Whatever, it's unimportant. Overall not recommended, but I would LOVE if the rhythm gameplay got cleaned up. Edit: I see there's a Klang 2, and I look forward to trying it.
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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.
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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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