
Nightmare Boy is a metroidvania, action/adventure 2D game where you'll meet weird and unique friends and foes. But tread carefully: Quirky characters and their reactions can have game-changing consequences. Be prepared to collect rare items, vanquish enemies, and eventually face your deepest fears.
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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, German, Spanish - Spain
Engagement
Hours played at review time, across 41 reviews with recorded playtime.
Reviews
Themes across 41 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
This game is awesome, pure and simple. ( And I own a TON of platformers ) I will edit this review as I progress in the game...
Nightmare Boy es, realmente, un metroidvania bastante bueno, con pequeñas cosas aquí y allá que se podrían mejorar, como el mapa o la cámara en ciertos momentos, pero que en conjunto luce bastante bien. La sensacion de plataformeo y pelea contra los enemigos está muy lograda y es satisfactoria, lo cual no es fácil de conseguir. Los jefes finales son tremendos y garantizan unos combates intesos hasta el extremo. Además es rejugable y terminarlo en difícil supone un reto considerable. Para ver un poco de gameplay, he subido unos cuantos vídeos a YouTube: https://youtu.be/BgERghKOIxo?list=PLxNs4DejeMPXa4jbrMye645tzH393JMzc
Nightmare Boy es un juego con luces y sombras. Los chicos de The Vanir Project se estrenan con un título bastante potable y que seguramente los más dados a este tipo de aventuras puedan disfrutar, aunque seguramente se queden muy a medias en diferentes aspectos. Temas como el combate, el plataformeo o la exploración se pueden mejorar… pero aspectos como su historia, su ambientación, la BSO o el diseño de sus jefes finales son realmente buenos. Es un metroidvania que se atreve a alejarse del regazo de Dark Souls y de toda su descendencia soulslike aportando sus cosas al género sin salir mal parado. Por nuestra parte solo podemos desear suerte a este equipo y esperar atentamente sus próximos proyectos. Por aquí os dejo un video análisis que he hecho intentando hacer lo más resumido y ameno posible ^^ espero que os guste!! https://www.youtube.com/watch?v=rjTWhRtzkY8&t= Si por el contrario quereis un analisis más completo echad un vistazo al texto en GameIt: https://www.gameit.es/nightmare-boy-analisis-pc/ Un saludo y un abrazo ti@s!!
Отстойная фигня явно не стоящая своих денег. Игровой мир потенциально неплох, но в остальном выглядит как поделка на коленке. Больше всего раздражет раздувание времени на часто используемые действие. Даже не буду говорить про платные сохранения с нарастающим ценником, но почему я должен каждый раз 10 секунд слушать непропускаемый диалог? Вещи берутся очень долго. Рестарт очень долгий. В интерфейсы ребята явно не умеют. Левелдизайн для платформинга - полный провал. Битемап? Долбёжку по клавише без особой тактики - так, наудачу. Дополнительное оружие вообще смысла не имеет - очень слабое а энергии жрёт оч много. Дропнул игру на опиздохуевшем боссфайте с ледяным драконом. Что за соус начинается, а? Пройти очень сложную локацию из нескольких комнат и огрести от дракона, которого ну вообще фиг знает как ПОВРЕДИТЬ и у которого тупо рандомные атаки. Рекомендую авторам сперва ознакомиться с основами геймдизайна и UX-проектирования, поиграть в метроидвании и платформеры. А уже потом выставлять свои поделия на продажу.
The game is a good platform/metroidvania with smooth controls and nice graphics. I would not say it's a masterpiece but it's worth playing.
fun but challging game.
Holy moly
I want to like this game but so far I am hitting some major sticking points that make this game incredibly difficult to recommend. First the controls feel incredibly inconsistent. Sometimes double/triple jump just don't trigger. You can be spamming your jump button and have no response from the game. This includes attacks either sometimes not working at all or just not connecting with enemies. Wall grab is incredibly inconsistent when jumping off a wall. Sometimes you jump short distances, sometimes long. I thought I was holding a direction wrong on the d-pad but that turned out to not make any difference. It felt random. The little creatures that the game establishes early on that you should not kill are everywhere and can be killed by just about anything you do. One of the most aggravating things is sometimes enemies will just stand on a group of them or these things will hide behind a chest which you need to attack to open. This means there are points where you pretty much have to damage boost through enemies or avoid opening chests if you want to avoid incidentally killing these things. If I am going for a run through without killing any of these things the game should not make it so difficult to avoid them or so easy to kill them. I think so far I have only encountered boss/save rooms where these things are not just slapped all over the place. (It would be great if you could make the choice early to kill or avoid them, That way it allows for players to choose which path to take in a play-through instead of just hoping you don't accidentally kill them and never notice) Bosses can range from aggravating to leaving me confused. The clockwork giant skeleton is a great example. If you are on the right side of the room the hitbox for it's wave attack is larger than if you are on the left side of the room. It is also a boss where sometimes touching it can damage you and other times not with no real indicator as to why. This is incredibly confusing and makes the game extremely difficult to figure out if the bosses do not play by consistent rules. Visually the game looks interesting, but the forced scan lines make this game headache inducing to play for long periods. The ability to turn off the forced scan lines would be hugely appreciated. Saves costing gems is fine at first but when the save cost tends to ramp up faster than gem intake it seems to encourage farming/grinding for gems which feels less rewarding and more like a cheap tactic to increase play time. Having cost for saves ramp up with area might be a better system to give for more natural pacing of the price increases. As it is now if I run into a few tough areas and save a few too many times I'll just be farming between every save. The fanfare for receiving items is overly long and makes receiving items just dread inducing. Anytime I have received an upgrade its pretty much the game's way of saying "You're sitting here for another 30 seconds to a minute" Cut scenes cannot be skipped and should you need to restart the game(For instance in cases where you accidentally kill one of those little creatures) you'll find yourself waiting for multiple minutes to slog through some of them over and over again. A shop keeper that has vital items for progression can be locked out entirely if you don't lie to him. If there is no alternative location for these items as other reviewers have pointed out then there should be some way to get the shop keeper to sell to you eventually (Maybe at a higher price or open the shop via a quest line). At the price I paid for this I cannot be too mad, but I am glad I did not pay full price for this game in it's current state.
Cool graphics. Controls are nowhere near as good as the store page would imply. Jumping has an actual invisible cooldown, it's impossible to jump again immediately when landing. You'll have to wait about half a second at the least. It also boasts a decision system where your choices influence the game. This would work much better if it DIDN'T ingrain them into your data. You can die or kill yourself after making any choice but the game is gonna stick with what you picked. Basically it's probably very easy to ♥♥♥♥ over your own progress by picking the 'wrong' dialogue options. As other reviewers pointed out, the game uses a permanent old TV effect which you cannot disable. The few settings options that are offered are for sound, resolution and m+k/controller options. I'm probably not going to continue playing this game as all these little things combined with seriously slow and boring dialogue and unskippable cutscenes which are also slow.
Muy entretenido, con una jugabilidad muy cuidada y una gran ambientación.
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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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