
A challenging puzzle platformer in which you can phase through walls to invert the world around you, taking the direction of gravity with it - up becomes down, black becomes white, and deadly obstacles lose and gain their threat along the way.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English**languages with full audio support
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[url=https://store.steampowered.com/curator/38888018-United-Critics/] Please follow [b]United Critics[/b] for quality reviews[/url] [h2]Monoquous 2 Review[/h2] [h1]Been A While Since I Played A Puzzle Platformer[/h1] Let me tell you, Monoquous 2 is not here to hold your hand or play nice. This is the kind of puzzle platformer that makes you question every decision you've ever made in life—starting with deciding to play it. It’s all about flipping gravity, phasing through walls, and figuring out which way is up, down, or even safe. With 130 levels, including a healthy dose of hidden collectibles and speedrun challenges, this game is as much about mental gymnastics as it is about platforming skill. [h1]About This Game[/h1] [h2]Storyline[/h2] Plot? What plot? This is a minimalist puzzle platformer, so don’t expect a tear-jerking narrative. But what Monoquous 2 lacks in story, it makes up for in sheer atmosphere and a cryptic charm. [h2]Gameplay Mechanics [/h2] Okay, buckle up because the mechanics are the real star here. The game is all about phasing through walls, which flips the entire world. Gravity changes direction, deadly obstacles become safe, and safe paths suddenly become death traps. [h1]Pros[/h1] [list][*] Super satisfying puzzles that will make you feel like a genius when you solve them. [*] Tons of content, with about 130 levels and extra modes for the truly masochistic. [*] Hidden cats! Who doesn’t love hidden cats? [*] Accessible options for those who might struggle with the visuals or mechanics.[/list] [h1]Cons[/h1] [list][*] The difficulty ramps up quickly, and some levels feel borderline sadistic. [*] The monochrome visuals can get a bit repetitive, even with the unlockable tints. [*] Completionist goals might drive you to the brink of insanity. [*] The lack of a narrative might turn off players who crave story-driven experiences.[/list] [h1]Conclusion[/h1] Monoquous 2 is a puzzle platformer that doesn’t mess around. It’s clever, brutal, and unapologetically challenging. If you love games that push you to your limits and reward you with the sweet satisfaction of hard-earned victories, you’ll have a blast here. But if you’re someone who throws your controller when things get tough, maybe sit this one out—or at least invest in a stress ball. So, are you ready to flip gravity and lose your sanity? Because Monoquous 2 is waiting, and it brought 130 reasons for you to question everything. Rating: 9/10 I Struggle To Pronounce Monoquous… For full review head over to our [url=https://www.united-critics.com/post/monoquous-2]website[/url]
Disclaimer: i play tested the game before release. I'm not a huge platformer guy but I enjoyed this game nevertheless. It's simple but can still be complex and difficult. Give it a go.
Monoquous 2 is a deceptively addictive speedrun 2D platformer. The level design perfectly straddles the line between satisfying to control and difficult to master, creating a gameplay loop that encourages a "one more run" mindset that will have you losing hours before you know it, and the baked in Speedrun categories and additional objectives such as collecting the cats provide plenty of additional challenge long after you've played through the levels once. Fans of 2D platforming, speedrunning, and completionism should definitely pick this one up
Players who were online for the flash game era might have noticed that Monoquous 2 is a riff on the classic Shift series. It shares the central mechanic of "phasing" into and inverting the space of a level, while turning the level so that the surface you phased through becomes the new floor. But Monoquous changing it so you can shift through *any* surface, (relative) floors walls or ceilings, transforms the mechanic entirely. The freedom of movement is remarkably powerful by comparison. Dodging cannon fire through platforms, spinning the level around to fall toward the goal. That kind of freedom is antithetical to the constraints needed for satisfying puzzling, so just going for the goal of each level is a fairly casual time. The real fun substance is in the optional objectives, especially the ones that set a low par on phases or jumps. Finding a path under those constraints totally changes how you have to navigate, and puts otherwise unimportant details of the level design into focus. It's very cool design, and satisfying to untangle.
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