
Now with barely functioning co-op features! A challenging 3D platformer with little room for error. Escape a dungeon, alone or with others jumping to the top, and sacrifice your collectables for items to aid in your ordeal.
Modeled estimate, not a reported figure. How we estimate →
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About
jump and don't fall
collect sweet toys
and multiplayer with friends
Genres
Stats
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
This game revels in not learning from past bad games, and plays like a bad PS1 game AVGN would've reviewed. The game doesn't feel unfinished or slopware, but it lacks fundamental mechanics that would make the game more cohesive. You cannot walk around and are required to jump around. It would've been fine if the game itself had a HUD bar that can let you gauge how powerful your jump is, but it does not and you need to have a "feel" on whether or not the jump is right, and if it's not. Lack of proper failsafes have resulted in me essentially stuck at the start because anytime I miscalculated a jump because its a 3D precision platformer. I either fall to the beginning OR a part of the map that'll either be a place I already reached(which is fine) or some added prop that fakes you out in thinking it'll save you that'll instead just result in you going to the start regardless. The menu itself is SOMEHOW worse than the game. In order to quit the game or even change some options, you need to jump around to it and have to step on the credits button to reach them, which blocks your view while you cannot determine how close or how far a specific setting is. I'd say there are better and more fair precision platformers if your wanting to satisfy that unless you want another "Getting Over It" with suggestive furry material. I personally won't refund it, because the game isn't slop and it isn't expensive, but I won't recommend the game unless you specifically wanna torture yourself.
I will keep my purchase because I want to support this dev. They have great potential to further their retro ps1 Art Style as well as their interactive physics/game-play. I hate the settings menu I talked with my friends about it. What we agreed on to solve the issue is a Shadow under the character to visibly see where they are at during their jump. This would allow you to track the model as you jump and learn where you are at. Furthermore a toggle setting for a jump power gauge would be nice. This would be better than trying to follow where the character model's full body animation when trying to jump. I look forward to your next game with more goofy mechanics and more bonafide babes. Especially the dog babes with huge milkers!
It's rare to find a game that revels in being Not Good™. An experience that is, while well crafted, is so in such a way as to cause maximum displeasure. Nolgorb's Ordeal does not lull you into a false sense of security. It does not provide you with an opportunity to grow comfortable with it before throwing you to the wolves. It does not even instruct you as to what is going on beyond providing some basic control instructions, which it doubtlessly does so begrudgingly. It takes great moxie on the part of an artist to ensure that the vast majority of their audience will not only not understand the work, but will not even be able to reach its proper introduction. It's an experience all those fascinated by game design should appreciate, and a work of art that should be recognized for its creativity and brilliance. It's pissing me off.
[*] Paused the game to try and maximize the game. [*] You get a proper mouse hand, but nothing responds to clicking [*] You can only leave the pause menu by having the mini character model jump. [*] Notices there's a proper screen maximize button [*] Tries for 8 minutes to get to said button. [*] Accepts fate and tries for 2 more minutes to get to the back button [*] Finds a trash can, thinking it's a warp [*] Becomes rat 10/10 experience, and I haven't even left the starting room or seen the *content* yet.
I was hoping this would be a fun but difficult jumping game, but trying to turn down the music or going full screen requires you to go into the settings that you need to platform through. Changing any settings require landing on the credits which obstruct your view and made changing anything frustrating. This event told me most anything I needed to know about the game. It felt like this was made with malice towards the player and I have better uses for my time. I came for a challenging and unforgiving platformer, however this event was unnecessary and mean spirited that made me dread what other 'quirks' would await in the actual game.
Honestly the game feels a bit TOO unforgiving, the fact that the animation for charging the jump doesn't really give you a good sense of how much you'll actually be jumping, and in turn makes the jumps feel inconsistent, which would be fine if the player actually felt like they were making progress while learning the timings and animation, but alas the most useful upgrades sit higher in the tower, and it being so easy to be dropped back to the beginning means a lot of people will drop the game before even making it to the first upgrade. Oh, and I'm sorry, but making the settings that difficult is just plain stupid in a game design sense. The settings are the first thing people normally open the first time they launch a game, and to make it that much of a challenge before even explaining to the player how to actually jump honestly baffles me as a game dev. Maybe if the settings page gradually became more difficult to navigate the further up the tower the player went. I get most people won't be visiting that page much, but it does add detail that would make your game a lot more memorable.
Troll game, not fun. Hard in ways that aren't fun. The menu is navigated through platforming. "Lol," says the dev, "LMFAO XD" but your game sucks as a result bro. Refundo por favor.
spend more time on the menu screen trying to go full screen.
Bought it to support the dev in hopes Slam Dingo gets finished, but seeing it got cancelled so many times, the dev seemingly disappeared and this game being so short and non replayable save for the secret achievement, I don't think I can fully recommend it.
I managed to make it fullscreen but at the cost of my sanity. 10/10, Will update when I finish the game.
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Trends
Concurrent players on Steam, sampled daily since tracking started.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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