
Between dreams and nightmares, “Koloro” tells the tale of a young pink hair girl named Kora who embarks on a quest to find her missing sister through a stunning Puzzle-Platformer crafted by Sköll Studio.
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Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, French, German, Spanish - Spain, Simplified Chinese, Russian
Engagement
Hours played at review time, across 40 reviews with recorded playtime.
Reviews
Koloro is a rather pleasant dream. [b]DISCLAIMER: THIS REVIEW DOES NOT EVALUATE COOPERATIVE MODE.[/b] [h1]Story[/h1] There's not a lot to go on here. Players take control of a young girl named Kora who seems to be stuck in some sort of dream or nightmare. Together with an imaginary friend, she sets off to find her sister who seems to be missing. Dialogue throughout the journey is sparse and the grammar isn't always what it should be, but there may be a deeper story regarding her sister. Overall the story seems wide open for interpretation and the game could function more or less identically without it, which is fine. [h1]Gameplay[/h1] Koloro is a 2D puzzle-platformer spanning dozens upon dozens of levels but with a twist. Kora takes the form of a square for some reason, and has zero control of her on momentum. Every time you start a level, she will begin continually sliding either to the left or to the right and gravity will always be pulling her downwards. The only control the player has in the entire game is the ability to jump. That's it. Your entire input to this game is a single button. And it works brilliantly. The only way to swap between sliding left or right is to jump into and then off of an opposing wall. This turns Koloro into a lengthy adventure relying entirely on good jump timing, grasping the behavior of how she jumps, and learning to implement the many mechanics the game throws at you. From spike traps and gravity switches to water submersion and buttons that rearrange the entire level, Koloro takes a single form of input from the player and turns it into miles of excellent gameplay. Some levels serve as fast paced tests of reflex and jump accuracy while others focus on laid back environment puzzles to be solved. Many more maps mix the two and completing just about any stage once you're acquainted with the mechanics is highly satisfying. Rarely is there a sense of trial and error as almost every stage can be studied ahead of time before you begin playing. If you're looking for some extra challenge, every level has an associated target time to work on beating and completing the game on Normal mode unlocks Hard mode; featuring the entire campaign again but with even more brutally placed obstacles and timings to struggle through. The time trials really should be a UI element that is featured during gameplay though, rather than having to seek it in the level select. Collision can feel a bit questionable at times but never so harsh that you'll be more than a couple pixels from a hazard if you die. Easily the biggest mistake the entire game makes are the boss fights. They almost tanked this review merely by being mandatory but are so few in number that if you can look past having to deal with them; the rest of the game is very much worth them. Unlike every other stage in the game, they are antithetical how Koloro functions. Where every other stage can be observed ahead of time and has patterns and rhythms that remain consistent no matter what, boss fights are completely random. You'll never know where or even how they're going to attack next until they're about to do it and because you have no genuine control of your character, you may be in a position where it's already too late to even react to the incoming attack. There's no sense of satisfaction when a boss is defeated. There's only a wash of relief that you can go back to playing the actually fun part of the video game again. [h1]Presentation[/h1] Koloro is a very simple visual package and to be frank the game often teeters between incredibly stylish minimalism and a drawing some kid got to put up on their refrigerator; usually the former though. There's a pleasant use of color used in most levels of the game and even a surprising amount of complexity to a particular boss design, but ultimately the game's visuals are the most important thing they need to be: clean and easily readable. Sound design is likewise very minimal with simple sound cues signifying everything from jumps to button presses. The game's soundtrack is a very ambient sort bordering somewhere between genuine music and comfortable noise to fill out the soundscape. Either way, it's kind on the ears
899
Кто играл в Geometry Dash эта игра для вас! Геймплей похожий только несколько вещей (к примеру отталкиваться от стен или скользить по ним) уже доступны, а кто сказал что все это будет в обновлении 2.2? Советую игру потому что сделано качественно и простое управление. Моя общая оценка: 10/10 (есть МультиПлеер)
一款动作解谜游戏。 很好地结合了动作游戏给人带来的暴躁与解谜游戏给人带来的暴躁。
I don't get it. A cute indie game... that demands super-meat-boy tier reflexes. Recommended for very intense gamers that only have one hand.
Super petit jeu a faire avec un ami ou un conjoint. Les niveaux sont exigeants et les puzzles pas si simple. L'environnement sonore est très joli et les graphismes simple mais efficaces. L'ambiance est très sympathique.
"Колоро - это одновременно головоломка и платформа с уникальным игровым процессом с одной кнопкой, динамичным геймплеем, привлекательными персонажами, всё в сказочном мире поразительной графики и сопровождаемый захватывающим саундтреком." - какой же сказочный обман!!! Практически все, кроме игры одной кнопкой и неплохой музыки. Игромеханически - это пародия на Super Meat Boy, при том очень плохая. И если Мясной Пацан был минималистичным (что требует динамика геймплея), то здесь мало того что картинка загружена эффектами, еще и управление крайне неудачное и неотзывчивое. Прямого управления персонажем нет, только прыжок. И даже он частенько проходит с импутлагом в 0.5-1 секунду, что в таком адовом геймплее ведет к смерти и рестарту. Не помогли не смена кадровой частоты, не смена платформы, проблемы и на ПК и на Стим Деке. Персонажи - просто абстракция, которая со стартом каждого уровня превращается в красный скачущий квадратик. ВОТ ТАК СОВПАДЕНИЕ! А что до сюжета.. Ну, есть ГГ-сестра и сестра в беде, они в кошмаре и что-то сюрреалистичное происходит. Все прочие детали сюжета тают в задрачивании уровней раз за разом и в целом мало понятно что происходит и для чего. Не понимаю что хотели разработчики, но получился непроходимы и неиграбельный продукт. Подозреваю что сюжет о спасении сестры в детских кошмарах мог бы быть интересным, изложи они его в нормальном игровом процессе. Но игра проблемна чуть ли не с начала, даже на нормальной сложности. Но разрабам нормальной сложности было недостаточно и они запихнули не только хардмод, но и кошмарный режим испытаний. Казуалом себя не считаю, люблю превозмогать игры. Того же Пацана не прошел, но оставил в нем часов 30-40. Тут же просто сплошной полигон для мазохизма от садистов, без какого либо смысла! Горел бы еще сильнее если бы стим не дал купон на скидку 90%, видно при других условиях любителей просто не найти.
Un petit jeu indépendant qui passionne de part son gameplay basique et son histoire. Difficile mais addictif.
Stunning dark and vivid platformer even better in co-op.
je ne peux pas lui mettre de note négative, car ce n'est juste pas un jeu fait pour moi, j'ai voulu tester à nouveau mais malheureusement c'est toujours un supplice pour moi les jeux de plateforme die and retry ^^ le jeu en mode normal est déjà bien trop dur pour moi, pourtant le jeu a des atouts comme l'ambiance, les couleurs, même les idées qui se débloquent au fur et à mesure, mais force est de constater que c'est un réel calvaire pour moi de passer les niveaux ^^ je le conseille à ceux qui aiment les challenges et les jeux de plateformes de ce style.
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Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
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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