
A Very Cute First Person Shooter Game. Sequel to the most adorable and critically acclaimed FPS Gun Ballet of 2014.
Modeled estimate, not a reported figure. How we estimate →
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
Reviews, worldwide (the counter carries no country): 0/day in the week to Aug 5 → 0/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 25 chart moves that followed a price cut of more than 20% went a median of 10 places towards #1, and the 2,413 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
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Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
I think this is a really good upgrade from the original game, which is kind of like if you made a Super Meat Boy style fps game. You still have the the fun basic FPS gameplay about precision, reaction time and essentially speedrunning small platformer fps levels. If you just play the base levels to credits it basically feels like an easier version of the first game with some new gimmicks (which were generally more fun than those in the first game) used for later worlds. In that sense it feels more like an expansion to the first game. This game is much bigger than the first though. There are a bunch of secret levels, and even secrets within those secret levels. This kind of adds a fun little exploration challenge which is a nice change of pace to the usual way you play the game. Then every level has a ☯ variant that has more enemies and they are a bit harder. The difficulty still stays under that of the first games later levels, but is a nice jump up (lots more apples). The game had an update that adds the Abyss world and that is brutal, going above that of the first game in my opinion. It was too much for me, but it's great that there is something tough for Lovely Planet masters. Finally there's the arcade mode which is also a great challenge for really good players. So more Lovely Planet, with the same simple fun gameplay, clean aesthetics, new music from Bo En once again, and that's awesome. You really get into a flow state playing this game and its fun when you're trying to ace a tough level and things just align and you feel like a god.
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Stats
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, Japanese, Korean, Thai, Portuguese - Brazil
Hours played at review time, across 40 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
I'm so confused on this one, I wanted to love this game, it's a big improvement over the first one in terms of UI and level design, and it look much nicer too. But it's too easy and too short! Still fun to play but where's the challenge the first game offered?! There is a world that gets unlocked after the end that has very hard levels to the point they're not even fun to play, I simply refused to complete the first one. Also there is a mode that allows to replay all the levels with a harder difficulty but I didn't want to replay all the levels I just completed, those difficult levels should've been the "normal" levels, why would you add a higher difficulty in a game like this. It took me 4 hours to finish LP1 and only 1 hour to finish this one with all 3 stars that somehow disappeared after I closed the game (Now I have all the worlds and levels unlocked but with ZERO stars wtf) Also why are there some hidden levels? Like for example level 13 of the first world isn't shown at all. I'm so disappointed, it's a big downgrade from the first one.
The game is so easy it can be fully 3 starred in less than 10% of the time it takes in the first game. The enemy and level designs are so shallow and basic that it makes me think the first game was a complete fluke. It honestly feels more like a demo than a sequel.
Lovely Planet 2: April Skies is a first-person shooter platformer developed by quicktequila and published by tinyBuild that combines bright, cheerful visuals with incredibly fast and demanding gameplay built around precision, movement, and speedrunning. At first glance, the game looks almost playful and harmless, filled with pastel-colored environments, floating structures, and simplistic enemy designs that resemble toys rather than threats. However, beneath its relaxing appearance lies a brutally challenging arcade-style experience where every second matters and every mistake can instantly end a run. The game follows the same design philosophy as the original Lovely Planet while expanding its mechanics, level variety, and movement-focused gameplay. Players sprint through compact stages filled with enemies, environmental hazards, moving platforms, and difficult jumps while attempting to eliminate targets and reach the exit as quickly as possible. The structure is intentionally simple, but that simplicity becomes one of the game’s greatest strengths because every mechanic is built entirely around precision and momentum. There are no complicated progression systems or large arsenals of weapons to manage. Success depends purely on skill, reaction speed, and mastering the flow of each level. One of the most satisfying aspects of the game is the rhythm that gradually develops through repetition and practice. Early attempts at a stage often feel chaotic and overwhelming as enemies attack from multiple directions while hazards force constant movement. Over time, however, levels slowly transform into carefully memorized sequences where jumps, shots, and movement blend together smoothly. The process of learning enemy placement and refining movement paths becomes highly addictive because every improvement feels immediately noticeable. Restarting after failure rarely feels punishing since the levels are designed for rapid retries and constant experimentation. Movement mechanics are exceptionally responsive and form the foundation of the entire experience. Sprinting, jumping, and shooting all feel fast and fluid, encouraging players to maintain momentum instead of stopping to carefully aim. The game rewards aggressive movement and quick reactions, creating moments where players weave through enemy fire while clearing entire stages within seconds. Once mastered, the movement system creates a strong sense of flow that makes the gameplay feel almost musical in its pacing and rhythm. The level design is another major highlight. With over a hundred stages spread across multiple worlds, the game constantly introduces new obstacles, enemy behaviors, and environmental mechanics that keep the challenge evolving. Some levels focus heavily on platforming and movement precision, while others emphasize rapid target elimination or navigating hazards under extreme time pressure. The variety helps prevent the gameplay from becoming stale despite the relatively minimalistic mechanics. Each new world gradually pushes players to improve their reflexes and adapt to increasingly difficult combinations of enemies and environmental threats. Combat itself is intentionally straightforward but extremely unforgiving. Enemies generally die in a single shot, but so does the player. This instant-death structure creates constant tension because every encounter demands accuracy and awareness. The absence of a traditional crosshair initially feels strange, forcing players to rely on instinct and muscle memory instead of carefully lining up shots. Over time, this mechanic becomes surprisingly satisfying because successful aiming begins to feel natural and intuitive through repeated practice. Visually, the game embraces a minimalist aesthetic that perfectly supports the fast-paced gameplay. The environments use simple geometry and bright pastel colors that make hazards and enemies easy to identify even during intense movement. The cheerful presentation creates an unusual contrast with the game’s brutal difficulty, giving Lovely Planet 2 a personality unlike most other shooters. The soft visuals and upbeat atmosphere constantly clash with the stress and precision demanded by the gameplay, making the experience feel strangely unique. The soundtrack contributes heavily to the game’s identity as well. Energetic electronic music and whimsical melodies accompany the action, creating a surprisingly relaxing atmosphere despite the constant deaths and rapid restarts. The audio design keeps the experience feeling playful instead of frustrating, helping maintain motivation even during difficult stages that require dozens of attempts to master. Another strength is the game’s accessibility on a mechanical level. The controls are easy to understand almost immediately, making the core gameplay approachable for newcomers despite the high skill ceiling. The challenge comes entirely from execution and mastery rather than learning overly complicated systems. This balance allows the game to appeal both to casual players looking for quick arcade-style sessions and to dedicated speedrunners searching for optimization and mastery. However, the game’s difficulty and repetition-heavy structure will not appeal to everyone. Progress often depends on memorization and repeated failure, which can become frustrating for players who prefer slower-paced shooters or more forgiving progression systems. Certain later levels also introduce mechanics that may feel more irritating than rewarding, especially sections involving visibility limitations or sudden hazards designed around surprise reactions. The game’s narrow focus on mechanics over narrative may similarly disappoint players looking for story-driven progression or extensive world-building. Lovely Planet 2 is entirely focused on movement, speed, and execution, leaving little room for cinematic storytelling or character development. Players who do not enjoy arcade-style gameplay loops may eventually find the constant restarting repetitive despite the game’s polished design. Even with those shortcomings, Lovely Planet 2: April Skies succeeds because of how confidently it commits to its unusual identity. The game transforms minimalistic mechanics into a highly refined challenge built around speed, accuracy, and momentum while maintaining a visual style that feels cheerful and inviting. Its strongest moments come from the satisfaction of gradually mastering levels that initially seem impossible. Lovely Planet 2: April Skies ultimately stands out as a uniquely memorable first-person shooter platformer that combines adorable presentation with intense precision-based gameplay. Its responsive movement, cleverly designed levels, and addictive mastery-driven progression create an experience that feels both relaxing and stressful at the same time. While its unforgiving difficulty and repetition-heavy design may not satisfy every player, fans of speedrunning, arcade shooters, and precision platforming will likely find it to be an energetic and deeply rewarding challenge. Rating: 8/10
Lowkey W Game, first one wasnt as easy. No better feeling than finishing a level.
still better than neon white
1보다야 그래도 할만한데 6단계부터 외워도 어려울 난이도라 포기
What you see is what you get. It's just fun :)
game
Awesome sequel. Core game is fantastic with fun and challenging new gimmicks. Abyss can be a bit of a nightmare, and arcade mode can be rough, but overall it's manageable for the type of person who is trying to 100% a game like this. Love the game, deserves a better metacritic score : ( Love lovely planet, awesome for fans of Neon White.
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