
Ninjahtic Mind Tricks is an 8-bit hack-and-slash platformer with stealth, adventure, and puzzle elements. Like it's predecessor, Ninjahtic, levels have an open-ended nature and are presented in a linear fashion. Though, several features have been added to the predecessor's formula to create a more varied experience.
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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
Another fun little ninja platformer with plenty of wall jumping, sliding, and stealth kills. Some nice improvements from the last game. The art style is neat and the stages were even better than the last game. It's also a bit short but cheap. The controls were a little frustrating from time to time but otherwise I ran into no problems and had a good time with this one. Simple fun!
Didn't like it. This game tests your patience, not skill. To progress, you have to kill every monster in the screen, which is tedious rather than fun, and not challenging at all. The fact that the game forces you to go through almost every screen twice just doubles the tediousness and completely ruins the game's flow. Oh, and did you accidentally fall to a previous screen? Congratulations, you have to go through it all over again to go back! Can't say much about level design either. All screens seem pretty much the same thing over again. Very easy to forget whether you've been in a particular screen already or not. Not much monster variety either. And worst of all, the game isn't even hard, just time-consuming. Beating the final boss is just stand slightly in front, press z, press x four times, repeat. Would not recommend.
nice oldschool-platformer with nice pixel art (if you like that). easy to learn, hard to master (some jumps are get pretty hard). the controls are easy and work fine with the xbox360 controller (walk, double-jump, dash, punch and kick - that´s it, but that´s enough). you have 4 savegame slots and can always save (in boss-fights too, at least at the start). very small installation-size (only 12,2mb!) and low system requirements (shoull work on a calculator...). some things are annoying though: - if you push up too fast when you change the room, you might end up in the last room again (incl. all enemies) - you have to backtrack to get keys/open doors, etc. - can get frustrating when you forgot the right room (no map or indicator) - the music can be annoying too, when you have to try a room over and over playtime: not finished yet
[b] Ninjahtic Mind Tricks ... [/b] ... ist ein gelungener Platformer mit in sich stimmigem Gameplay. Ein flüssiges und störungsfreies Gameplay ist garantiert und Spielspaß ebenfalls...sofern man mit diesem Pixelllook zurechtkommt.
in the end i was tricked. [h1][b] ✮✮✮✮☆ [/b][/h1]
The [i]Ninjahtic[/i] engine has been completely overhauled, and that's a great thing! [i]Mind Tricks[/i] is a blazing fast platformer that is completely under your control. It lacks all the clunkiness that held back its predecessor, which was a good game despite its flaws. Progression is still linear, with a bit of backtracking where keys are needed. I was happy that there was a narrative this time around; though it is so vague as to be abstract, it succeeds in adding the sense of motivation that [i]Ninjahtic[/i] sorely needed. You control a spry super-science ninja guy who reaps countless feral pokemon in the lustful pursuit of a cold-hearted succubus in a red dress. I wish the denizens of the futuristic city in which this slaughter takes place would take a little more notice, though -- perhaps scatter or cower as the fight draws near them. This game won't change your mind if you didn't like [i]Ninjahtic[/i] at all, but it's a no-brainer for fans of the first. Nice to see that the Blaze Epic formula continues to evolve! (Try getting behind the enemies that have a definite backside -- you can instakill them with a backstab. Also, try kicking enemies off cliffs and into spikes. Following these tips will prevent combat from approaching what one negative reviewer ludicrously called a "slapfight.")
Ninjahtic Mind Tricks is yet another of literally thousands of 2D retro platformers infesting Steam and lowering the average quality of all video games everywhere. It's essentially a sequel to Ninjahtic, which is apt because it pretty much seems like a copy + paste + reskin of that game. There's an urban theme instead of the traditional jungle/cave imagery from the last game, but a pixel blob is a pixel blob. There are some changes, but not much. The theme is still very much parkour platforming with some hack and slash. The game was received even worse than the original, and it has all the same defects. One important note is that even though this is an amateur project, it does seem to be sincerely and genuinely made. I couldn't find any flipped assets, plagiarism or any other kind of insincere actions from the developer, but unfortunately genuine intentions alone are not enough to produce a brilliant PC gaming experience. From a technical perspective, the game doesn't meet basic minimum requirements that most PC gamers expect as standard. A choice was made to use obsolete, decades old retro pixel "art" as a substitute for contemporary PC graphics. It's unclear if this is due to lack of budget or talent, regardless, the overall visual quality of the game is extremely low as a result. There's no option to change the resolution and no useful graphics tweaks. There's no way to ensure this is running at the native resolution of your display. There's no guarantee this game will look right on any PC as a result of this hamfisted design decision. The controls and game handling are notably very clunky and unsmooth here. It's janky and unsatisfying to play... and any experienced gamer will tell you, the handling, responsiveness and general gameplay feel of the control scheme must be well polished for this kind of game to succeed. Unfortunately, this is something the developer seems to have phoned in, with little to no apparent gameplay testing. They dropped the ball on this one. The controls can't be customised, which will be an annoyance for many, but it can also render the game unplayable for differently-abled gamers, left handed gamers or gamers using AZERTY or other international keyboard layouts. To make matters worse, there's no mouse input, despite this being sold on PC as if it were a PC game. This is unacceptable and somewhat insulting to PC gamers. It's a good demonstration of the poor attitude the developer has towards PC gamers, and this attitude has resulted in yet another defect in this game. Some of the defects in the game can be attributed to the choice of using the GameMaker Studio construction kit/toolset. This is a very poor quality toolset favoured by amateur developers as it's cheap and requires little in the way of development skill, but unfortunately has very limited capabilities. Just as you can't make a silk purse out of a sows ear, you can't make a great video game if you use a terrible engine. GameMaker Studio is most commonly used to make retro pixel shovelware and cash grabs. A strong argument can be made that construction kits like GameMaker Studio should never be used to make games for profit, as the "developer", Blaze Epic has done here. These construction kits are intended to teach people some of the basic principles of game development, and to make small demos to pass around with friends. They're not intended to replace to actual work of real, professional game developers. So it's inappropriate when amateurs try to use these for profit, without any actual, real game development effort taking place. This doesn't result in products that have any real meaningful value for gamers. These technical defects push this game below acceptable standards for any modern PC game. You don't have to take my word about how bad the game is, we can measure the interest in a game by how much people bothered to play it. Ninjahtic Mind Tricks has achievements, and they show us a very clear picture that the game absolutely failed to capture any interest from gamers. The most commonly and easily attained achievement is for finishing the first level, trivial to achieve, but less than 1 percent of players bothered to get that far before uninstalling the game. That's a tiny, tiny proportion of gamers who even bothered with this. Ouch. Reviewing SteamDB to check how popular this game was with players reveals a surprise... there's a modest spike in player counts for the game. But this only happened once, and isn't consistent with the achievement stats, that show less than 1 percent of players bothered playing the game for any reasonable amount of time. How is it possible for this game to have so many concurrent players who didn't bother engaging with this game? Trading cards. People will use card idling software to collect the cards and sell them, but this won't trigger any achievements in-game. That tells us people only really bought this game for trading cards, and that's a damning indictment of the woeful quality. A closer look at the numbers shows the game just has a couple of players every week running up the game and idling it for cards, then deleting it. We must ask how it benefits gamers for there to be so many games like this, with little merit as a serious game, that only generate sales from people idling and selling the trading cards. Ninjahtic Mind Tricks is relatively cheap at $2 USD, but it's not worth it. Given the defects and quality issues with the game, coupled with the unrealistic price, this is impossible to recommend. This is also competing with over 11,000 free games available on Steam, many of them far better than this paid product.
4.5/10 Another Swing and a Miss for Blaze Epic While this game fixes some problems of the previous game, it adds new ones, basically leading to no overall improvement. So thankfully, there are some changes. You have a health bar, instead of 1 hit kills. You also can double jump, and you can dash, which leads to better maneuverability and reliance on reflexes and not repetition. Another nice addition is you can wallrun up the entire wall, instead of 3 steps, which makes that nicer as well. There also seems to be a bit of a story, and graphics may be improved a tiny bit. Then there's the problems. Like the previous game, as people have pointed out, this one still has branching paths, where one is the final way to go and the others are fulfulling portions of unlocking that way. This means not knowing and blindly running down the wrong path, and if its not the right one, all the backtracking. Same with even if you go the right way, you still have to backtrack, which is repetitive. But then, in the potentially dumbest design move I've ever seen, something no other platformers do, for good reason, every screen you have to clear every single person before moving forward. Theres no doors or energy fields blocking you, you just stop at the corner of the screen. So yes this means in parts backtracking, you cant quickly run back, you need to go around the screen killing each guy that takes 5-7 hits to die, and theres usually like 4-5 guys each screen. What if you accidentally run to the next area and back to the previous one? Oh you need to kill EVERYONE again. Or if you accidentally go forward and back in a door? You need to kill EVERYONE again. What about in those branching paths where you wanna go the top right path? You need to go to the exit to each path on the screen and kill everybody just to go the one way you want. It makes this game unbearable, and I can't imagine how he thought that was a good idea, unless he just wanted to inflate game length. Either way, the poor level design, mixed with this new terrible mechanic, ruins it. Here's hoping his other games aren't as bad as these!
Tags: Platformer - Metroidvania Additional Tags: Delete Local Content & Remove from Libary TLDR: Charm quickly wore off leaving me with an audiovisually poor, repetitive slog, through levels that I kept having to trial and error my way through. 8 bit parkour oriented Keeping this one short, the tutorial for the controls and straightforward level design with some parkour thrown in and more foe sprites initially got me hooked compared to the original Ninjahtic. But soon enough I started running in levels that had very tight timing requirements to navigate successfully. There are only so many times you can die, spawn back at beginning while hearing the same notes being looped over and over again. The envinroments felt like they switched up on the player a little more than the original ninjahtic but the variation was just a recolor with another short music sample most often. The foes sprites were not very well animated and some of them only looked like amorphous blobs and were not very convincing. The chtulu style monster presence was not really well explained and the game felt rather contrived. All in all this is mostly exactly like any other games from this dev in this engine, has the same strong points and weaknesses and I come to the same conclusion that it just is not a good investment of time for the average player that has built a decent library.
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Audience
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