
An adventure horror game with a Gameboy aesthetic. Lasagna boy brings a mix of puzzle, adventure, and platforming along with some minor shooting elements, all packaged together in a charming yet haunting pixel art style.
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About
Stats
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
I really want to love this game. The setting, 2D pixel art, etc.. are all fantastic - unfortunately the actual game becomes unbearably tedious and unpleasant to play. I don't mind a good challenge but the gameplay in Lasagna Boy just feels unpolished and unfair. Why does this game have 'Game Over' when it has checkpoints? It's almost like the dev just wants to waste your time and tick you off. Often feels like that's the whole point of this game, so if that sounds like your thing, go ahead and pick it up.
This game's about a 4/10. I enjoyed playing it, but I don't plan on playing it again or trying to get the Easter eggs. Story: A rather generic "save girl from cult sacrifice + demons" plot. Gorefield wasn't as prevalent in this game as I expected, besides the protagonist being a lasagna boy named Jon, the Chapter 1 chase scene, the [spoiler]Mr. Chesterfield boss fight[/spoiler], and [spoiler]the "I'm Sorry Jon" joke at the end of Chapter 6 [/spoiler]. The references didn't have to overpower the overall plot, and I get the need to avoid copyright issues, but I feel like a few more elements would have added some character to the game. Maybe rename the girl Eliza (Liz), or have that one cultist's name be Lima (Lyman) instead of Grima. Gameplay: The platforming is typical, but fun, and the standard controls behave consistently (besides the fact that B manages both sprinting and lighting/firing, and I can allow that considering the limits of the GameBoy). The level design is solid, too; I felt like the game put me through a variety of different situations. However, there are a lot of rough edges throughout. -Certain basic tasks take too long. Turning the portcullis wheels takes about 10-15 seconds of sustained button mashing in the early chapters, and the piston heads on the gears usually need to be shot about 10 times before breaking. -Similarly, some sections are too long. The parapet jumping section in Chapter 3 was one such section, as besides the blackout/lightning there wasn't much in the way of challenge. Wait for lightning to strike, jump, repeat x 20. It made thematic sense for the three [spoiler]rising lava sections at the end of Chapter 6[/spoiler] to be this way, considering you're [spoiler]heroically carrying an injured Gilda out of the bowels of the Earth and away from the castle[/spoiler], but I still think the third was a bit much, essentially since it was mostly switchbacks. -The fake perspective makes the stealth sections a bit weird, as the "perspectived" sections of the pillars don't actually hide Jon, only the flat parts. The stealth is very touchy as well, to the point that if even a single pixel of Jon is outside the pillar you're visible. -The rolling barrels are spaced randomly. Since getting hit twice in a row kills Jon, your ability to survive a mistake becomes random as well. This isn't necessarily a problem on its own, but some sections don't let you see the barrels well in advance, such as when they drop from the ceiling or descend a ramp the camera isn't facing yet. You have to pick a time that *looks* safe and hope you don't get blindsided. -The minecart sections are janky. On level surfaces, the cart accelerates slowly, so it can get stuck in shallow valleys. (The section automatically resets when the cart comes to a complete stop, which is the only mechanic preventing this from being a softlock.) Jumps are difficult and heavily rotation-dependent. Sometimes you'll make it, sometimes you'll fall just short, sometimes you'll land but flip over because a wheel snagged the edge of the track, and sometimes you'll find yourself *underneath* the track, hanging only by the wheels that got wedged on top of it. The worst examples of this mechanic, [spoiler]the first three sections of Chapter 7[/spoiler], resemble Line Rider courses in their obtuse track placement, sporting near-vertical jumps and walls that require you to rotate vertically so you don't crash on them. Your lives get reset at the start of each of those sections, and boy is that feature necessary. Be ready to hear a lot of Wilhelm screams. -Bosses are okay. A bit too much head-banging for my taste, though. In terms of story, [spoiler]Mr. Chesterfield[/spoiler] felt like it should have been the final boss, and [spoiler]the rising lava section[/spoiler] should have been the last platforming section, with [spoiler]Chapter 7[/spoiler] as a bonus level for a golden ending. Mechanically, [spoiler]Molech[/spoiler] was still a better final boss, though [spoiler]going back and forth between those hands got pretty obnoxious[/spoiler]. Visuals: The best part of the game, hands-down. The portraits, character & enemy designs, animations, cutscenes, etc. are very strong. I especially liked the parallax lighting system, and the spiral staircase animation. The level backgrounds and elements are the weakest link here. They don't look bad, but they're generic. Also, the fake perspective of the stairs gets jarring when there are two sets facing opposite directions. Music: Bare-bones. The tracks are all about 20-30 seconds long. They match the mood of the game, but besides that they're nothing special. The audio quality is a bit clipped, but that might just be how GameBoy sounds. Nitpick: -"sacrifice" is misspelled in the [spoiler]pre-Mr. Chesterfield boss cutscene[/spoiler]
[h1]Recuerdos de Gameboy[/h1] Si algo sé con el tiempo que llevo en Steam es que no te tienes que fiar de los rating al 100%. Para mi Lasagna Boy tiene un aspecto increíble y unas críticas reguleras por lo que dudé. Al final me decidí en comprarlo y la verdad es que a mi me mola mucho. Es el típico juego de Gameboy que tuve en los 90 como "The Addams Family"(seguro que en la SteamDeck se verá genial). Un plataformas que no innova pero entretenido para los que nos gusta este tipo de juegos. Vale poco precio pero si lo encuentras en oferta mejor todavía. Nota: [b]7,5/10[/b] PD: Tuve que reembolsarlo porque me di cuenta que lo compré 30 min después de que la oferta terminara U_U. Pero estoy deseando pillarlo otra vez :D
(There is a soft-lock early in the game that was preventing me from progressing. It happens after getting the key to the first tower) My first impression was good, but this game turned sour for me after getting completely stuck at certain barrel section. Dying was frustrating and felt too punishing: frustrating because all too often I died not understanding what I did wrong, and too punishing because after you die 6 times you get a "game over" setting you way back. Moving around felt uncomfortable. The field of view is so small that when obstacles comes flying towards the player it would already be too late. To sum up my frustration with the game: I often felt confused and not in control. I will revisit this game after some patch-work has been done and then I will reconsider my recommendation. But at the moment I cant recommend this game
Me ha parecido una maravilla. Es un juego corto y al final la dificultad es bastante elevada. La estética a lo juego de Game Boy me ha encantado y puedes elegir diferentes esquemas de colores para jugarlo. Al terminarlo desbloqueas otro color. Me alegro de habérmelo comprado.
Lots of fun! Reminds me a bit of the original Prince of Persia (cranking gates that close after a while, 3d-ish sideview perspective) along with Donkey Kong Country (barrels + minecart) and more! I really like the stealth mixed with fighting and platforming. It's also really interesting how it's one hit death and yet that system works well, unless you get frustrated a bit easily. After you lose your lives it's game over, and you go back to the last save point after a game over, but that is exactly how it was on original gameboy games which is what Lasagna Boy is clearly going for. It's never too far back to the last save, at least in my opinion. Every platforming section has a strategy to it. For example, you can stand near walls when there are oncoming barrels from above so they will miss you. There are lots of fun ideas in the game and scary surprises! It's great.
Very good game with a nice story and atmosphere. Sometimes it was quite frustrating, like parkour or some boss fights, but I can highly recommend you to play this game.
Too unforgiving and frustrating. The puzzles and each move need to be timed just right and it doesn't save after every room so after you manage to pass one you can end up dying in the next one and you'll get stuck on the same set of rooms again and again. It needs too much patience and specific skills to be enjoyable otherwise. It is not suitable for a larger audience other than the ones who have the necessary set of skills nor does it have difficulty levels to dial it back for the ones who can't manage it. It's almost as if the developer made sure for each room to be playable separately but didn't check the game all togheter or they're too skilled and care at all about who isn't, either that or they're straight up sadistic. also it got one patch but the developer never addressed the issues such as the inability to take screenshots and the random crash. also it's not done badly but not 100% polished, sometimes Jon will move or get stuck in awkward ways, a minor detail but it's still something that adds to the frustration and difficulty. Don't buy this game, go watch a Let's Play.
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Yes, Good. The variety is fun. I enjoy.
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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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