
Ninjahtic is an action/adventure platformer with elements of puzzle-solving and stealth. While it's progression is linear, the open-ended nature of every level requires exploration of an abandoned civilization located atop floating islands.
Modeled estimate, not a reported figure. How we estimate →
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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, Japanese
Engagement
Hours played at review time, across 46 reviews with recorded playtime.
Reviews
Themes across 46 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
Парни выручайте, не хватает 7000 очков для профиля Dying Light, закидайте наградами пожалуйста.
Can`t recommend this game -poor control of wallruns and jumping edges -too much backtracking -floppy, uninspired design a chore to play
💋
Not Recommended
Over all review: https://www.youtube.com/watch?v=s8dK71r3XGg&t=217s Oh my god! Its wall jump, screen based tomb raider! Lol, seriously, its not tomb raider, but if you squint and try to forget that the game description calls "ninja" a guy, you could convince yourself that you're playing a tomb raider de-make. and I'm not even being disingenuous; before I read the description, i seriously thought that the main character was a woman, with the tomb raider comparisons, metroidvania ish gameplay, and character with long flowy hair. Just to recap, we've had ronin, dag, imp/fiend and now some guy who literally goes by the name "ninja", and ninja is an archaeologist, with there being so much cross over in the world of feudal wars and ancient grave robbery. The story starts out in some ancient Mayan refuge that's been taken over by red robots and security drones, and your job is to get some treasures from the site. But after venturing around, you'll find that the treasures are actually keys for opening locked doors, and then the key hunting puzzles are on. The metroidvania elements make a return, but ninja isn't ronin or impfiend by any means. There's no double jumps or air dashing in this game, instead the jumping is like mario meets later megaman. So theres wall jump and slide, but you can jump higher and faster if you're moving faster. The game is still solid, and i like the art style of this one.. its another screen based wall jump platformer, but its trying to be more action adventure than wall glider simulator. Once again it is impressive, if frustrating, but i have 3 Major gripes about the game, none of which are game breaking, but something the developer might want to keep in mind at any rate. (1) DO NOT PUT TWO SCREENS IN THE SAME AREA THAT ARE NEARLY IDENTICAL!!! Identical screens/areas back to back can be used in horror games to instill a feeling of fear or confusion (and later on,the similar room area can be used as a point of navigation). and a series of repeated screens from a long forgotten part of the game can be used to bring the character back and hint that your character is going back in order to discover some secret. BUT IN THIS GAME near the end of the last level, i kept getting turned around because 2 of the "forks in the road" looked incredibly similar, and since i had completed both dead ends on one fork, i was now neglecting the other. Once again there's no map, but the game locks you out of completed areas and levels aren't a confusing mish mash like they were in "... pixelated fist", so it doesn't really need one, it just requires the player to think, which is actually a welcome change of pace, as long as trick identical screens dont turn you around (2)KEY CARD FRACTALLING IS ANNOYING! I'm grateful that this is mostly left up to near the end game, once, but making a HUGE journey through the level to get other keys just so you can get another key to the main puzzle is really easy to get wrong. Done right it can feel like a quest within a quest, or a stand out in the adventure. here there's really nothing telling you that this is what you're doing and it FEELS long and arduous to do so (EVEN IF ITS NOT). SO by the end of the pathway that i was following it feels like a slap in the face as my reward is a key card to another door that gives me... a key card. either make the fractal journey a test of the some new skill that we HAVEN'T BEEN USING or make it feel special to the player in some other way like a new means of getting around or the reward can be a fun freebee level or SOMETHING. The way it's done here feels like i was just getting key cards for one other key card. AND I'M NOT TALKING ABOUT THE MID GAME WHERE THE PUZZLE IS FINDING WHAT DOOR TO GO THROUGH FIRST, that specific section is well done and its just the right length accounting for distance and "key card layers". And the night level, getting the card FOR THE DAY SECTION is in itself a good example of this, so why fractal within the night level to get keys for keys sake? ITS RETARDED! (3) DON'T CHANGE THE RULES OF THE GAME FOR THE FINAL BOSS FIGHT. the final boss can only be attacked for .5 seconds right after it attacks, and for the FIRST TIME IN THE ENTIRE GAME: GOOMBA STOMPING IT DOES 0 DAMAGE. through the game, your opponents don't have a rhythm of attack and counter, and head stomping always works. So getting used to this for a very hard to get to level was its own pain in the neck. I would like to suggest a final cut scene where ninja is going back home with the alien tech, given the nature of the subsequent games. Still is it good, yes, it is. but i cant help but feel that blaze epic is falling into bad habits. If all of his games had been one form or another of the first samurai jazz; that is, a top down hack and slash game like a cross between the legend of Zelda and kingsfield, i'd have been worried then too. I'm begging to think that blaze is losing faith in his ability to design new games, not only from the atmosphere of each game fluctuating between feeling immersive and feeling like a pretty background picture but seriously some of the platforming tropes and puzzles are starting to feel very familiar... and as I've played all 3 ninjahtic games already, i can say (with certainty) that feeling isn't going to go away.
played to the end, so it's good...but it's not great. worth it for the price, nice game to run through if you want a quick somewhat challenging retro style action platformer with adventure elements. i used to rent a couple of NES games every weekend and ploy through them - this really reminded me of that, which is cool. And this game is cheaper than a rental, which is essentially what it is - not exactly short, but not worth more than a couple days, and no replay value unless you want to speedrun the whole thing. good albeit simple gameplay mechanics (jump/slash). the big specialty here is the parkour-style grabbing ledges, wall-jumping/sliding, and running up walls a little. despite the platforming strengths, the challenge is more timing-based - enemies and turrets that can quickly insta-kill you. luckily you have infinite lives and only have to restart whatever screen you are on (there is no scrolling in this game at all). but it seems like if the platforming was the best part, why not get more tricky with the ... platforms? there are no moving platforms. also the presentation is very lackluster. this goes beyond NES retro. It feels like a freeware DOS game - you return instantly to the start screen after finishing the game - not even credits! pixel art is good, and there is decent variety for the length of the game, but some areas can become quickly confusing since their screens start to get real familiar looking. the gating is done by key cards and switches - problem is there doesn't seem to be a way to know which ones you've gotten other than remembering, so you can do a lot of backtracking, and with the screen art having no distinctive visual cues, it can get a little frustrating. pros: - parkour platforming - good challenge, and ramps up throughout - pixel art - good bang for the buck cons: - lackluster presentation - gets repetitive - confusing maps/repetitive level art - enemies sometimes feel random, too easy for enemies to kill you in a cheap manner - i can't see any replay value here verdict: definitely buy this if you like pixel art, retro (simple) gameplay, challenge, and don't care much about presentation, length, or replay value. It's cheap and enjoyable, but not going to stick out as one of your favorite games.
oyunu bitirmek 4 saat 2 saati harita olmadığı için.
I am 32 years old. My ex-wife and I have a daughter together, and we adopted our son together. Both are now 4 years old. When we were going through our separation, I felt lost and unhappy. I was self-destructive. One day, I was so angry with everything spiraling out of control that I punched a concrete wall in a moment of overwhelming emotion. This resulted in breaking my fifth metacarpal in my right hand—the hand I worked with, played games with, and used to carry my children to bed—the hand I desperately needed to ensure I could continue providing. Upon learning the severity of the self-inflicted damage, I became almost suicidal. Keep in mind that just a few months before this, I was the happiest man, with no history of depression or anxiety. I had never experienced anger outbursts, nor was I the type to break down and cry, but I was in a tough situation that truly prevented me from seeing the light on the other side. With nothing better to do, I looked for a game I could play WITH ONE HAND while recovering. Somehow, I stumbled upon this game and read some of the comments. I decided it was worth a try... I must admit I didn't beat the game, nor did I play as much as some of you. In fact, I may have played this game for only a day or two. That being said, after doing so, I had a new joy and hope for life. I managed to leave behind the pain and suffering that had been thrust upon me. I could experience the joy and happiness of other people. I relaxed for 5 ♥♥♥♥ minutes listening to this music, long enough to realize that I would be okay. After realizing this, I turned off the game and went back to work. My hand hurt a lot, but I was motivated. I stopped feeling so sorry for myself and became the father I needed to be at that moment, not the weak boy I was behaving like. Today, I am close friends with the mother of my children. We don't fight, argue, or say hurtful things to each other. We are parents and friends. Now I have 3 children. My third child is, wait, ALSO 4 YEARS OLD. The woman I am with was going through a very similar situation at the time of my separation, and we just unexpectedly stumbled into each other's lives. We have been dating for a year and are very happy together. Moral of the story: you never know what life has in store for you, and if I had given up when all odds were against me, I wouldn't be where I am today. This silly little game helped me realize that. Thank you.
Beated under 4hrs. A tiny little platformer, suited for anyone who wants some quick fun / challenges without getting into it too much. Pros: +Tight controls +Good room designs, fair challenging Cons: -No map system, no indication for items you've already got, which makes back tracking somewhat painful (yes, there IS back tracking in this game, not much though) -Wall running may not work sometimes
its good
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Concurrent players on Steam, sampled daily since tracking started.
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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