
A body horror, physics-based sit-n-survive. Prevent abstract threats from twisting your body. Endure nightmares and a reality gone mad. Dive into the kanvas.
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About
(Every night the same nightmare.
I am a cocoon.
I am turning into a moth.)
NIGHTMARE
Your body can't move, but your mind can.
Fend off surreal entities by interacting with physics-based objects.
Chaos is both your friend and foe.
(What does the kanvas say?)
AWAKE
Explore a distorted world.
Drag physics-based items into your bag to collect them, and make sure they are fully inside...
(Astaroth is coming)
DISTORTION
Witness a haunting artstyle created from collage images, hand-drawn doodles and pre-rendered 3D models.
Listen to a ambient, low-pitched soundtrack.
Experience body dysphoria and occult insanity from the comfort of your seat.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Spanish - Spain, Galician
Reviews
Like most games from Apehardware it's an experimental project with unconventional gameplay, but it's not particularly fun to play, if anything it's somewhat frustrating due to various issues with the physics and random bugs. I didn't like the initial core gameplay, that being said, this game is not just one thing, it will change continuously and add more depth to the gameplay, so in the end I mostly finished it out of curiosity, not so much that I really liked it (even though it had a few neat ideas). Roughly 3.5 to 4 hours, some parts of the game can be difficult so it depends on how much patience you have. The game alternates between physics mini-games and graphic adventure segments that mostly focus on the story and occasional creative puzzles. It very much feels like the game should have been controlled with the mouse interface, but it seems Mr.Ape did not design the difficulty with the mouse in mind, so instead you end up having this very weird experience where you playing a Point&Click game with the keyboard, and it even hurts my wrist doing so. Occasionally Mr.Ape has those moments of brilliance, this is a game that will make you experience things that you never really had to do in video games, which is kind of dev's whole brand at this point -- at the front of game innovation, but also like having a front seat in the train wreck. Don't get me wrong, there were several moments in the game where I was surprised by those original ideas, actually reminded me of your Unmastered game because you kept adding more gimmicks to it, and conceptually I liked the ideas, but it was still tedious to actually finish the game. [h1] Pros: [/h1] (+) I thought the writing and the characters were interesting to follow, but honestly I didn't really understand the plot. If this was purely a visual/story game I would not have too much of a problem with it. Pretty much all of the graphic adventure parts were interesting, it's just the lack of mouse UI and some glitches that made it worse. (+) As usually with this dev there were a couple of completely original ideas, I think the game had a few unique puzzle and interactive segments. I liked the gimmick where you had to physically keep the items in the box. (+) I liked the uncanny visual design and the music [h1] Feedback: [/h1] - Maybe move the window pull hitbox closer to the circle, I like resting my sword on it, but the grab spacing often overlaps. Perhaps the shells should not explode if they touch the side of the screen. - I mean it really feels like a "Mouse" game that you forced me to play with a keyboard. Okay you didn't balance the difficulty for the mouse, but that is not the player's fault. Half of this game is graphic adventure, and you move the pointer with the keyboard. Also because of that, you can reliably use physics maybe 70% of the time, so what is more important, players enjoying your game, or making something that feels different, so I think you need to find that balance because this game was very frustrating. - I think the graphic adventure parts and the puzzles in them were actually pretty decent, assuming you could play something like that with the mouse and less glitches. If you wanted to make a game like that, that could work, just focus on mouse gameplay and fun things to interact with. Maybe like ApeHardware version of Rusty Lake style games, you know do your own thing, but keep the interactive part clean, use the mouse without any extra movement ideas, just focus on the visuals and the story, and whatever else you can come up with. - The physics for tossing objects were a bit of a $$$$ show, I often would do the same thing and the object would either just drop down or fly like a wet turd, except when it didn't, and went faster than speed of light. The difficulty between the stages was very sporadic. [b] Overall Thoughts: 6/10 [/b] Apehardware is arguably the most creative game developer, but you have to find that balance between making a weird game, and actually it being fun to play, and those 2 things don't have to be the opposite. This game actually had an interesting story, and it had a bunch of unusual and creative ideas for puzzles, but ehh, it's not that actually fun to play you know. The graphic adventure part was decent, where the mini-games were about as tedious as they were creative. I mostly played for the vibes as with most of your games. [code]Niche, obscure and underrated games: http://store.steampowered.com/curator/31294838-Hidden-Gem-Discovery/ [/code]
I wish I could stand to play this, since what this game has to say is valuable and the way it expresses it's message is honestly really awesome and unique. But the actual gameplay is slow and dull and is basically a LOT of waiting. I love everything outside of the nightmares, truly, its increadibly cool art and pacing, but the nightmares totally kill the whole experience. If you can tough it out through the slow parts there's something really special buried in here.
"What's happening?! Something... inside of me... It’s moving all over! It’s - it’s hurting me! It’s part of me now. It’s... growing out of me. It’s me now. It's me ..." @Alien, 1979, Rosemary’s Baby, 1968, Videodrome, 1983
Malo, fome. Es un juego edgy que intenta ser profundo y solo termina siendo aburrido. Es pretencioso como la mierda y desde el inicio ya daba mala espina, especialmente cuando el título está en latín solo para parecer más poético. - “Inplementa” temas serios como si eso fuera un reto. Intenta ser profundo, pero no dice nada interesante no parece aportar algo o llegar a algo y se siente forzado. - Es aburrido. Estuve un buen rato parado considerando dejar el juego porque no entendía qué tenía que hacer. En un momento estaba haciendo todo bien y aun así perdí. En el segundo nivel, el reloj no tiene razón de existir: es solo un estorbo. Literalmente lo hacía rodar porque estaba aburridísimo - Las físicas son horribles. Desperdicié ese líquido por culpa de ellas. El mouse se controla como la verga. Si juegas un poco con el reloj en el segundo nivel, se nota lo cutre de las físicas. - La música está bajísima. Parece estar mal loopeada a veces, lo cual rompe aún más la experiencia. ademas de hacerse monotono - Es obviamente un juego inspirado en RPG Maker; se nota desde la pantalla de inicio. Esto es un detalle menor, pero no me gusta nada la fuente del menú: no pega con el juego para nada. por cierto esta reseña la escribi mientras jugaba
Aside from the visuals, which was my main draw, Odiumfloreo pleasantly surprised me with its many and quite unique gameplay mechanics. Although, as much as I'd like to marvel at that, some parts get a bit too difficult for my own liking and I could not manage to complete the game and it's a shame; I'd love something like a story mode the way you are sometimes offered to sit back and enjoy the story instead of skill-based gameplay in other games
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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.
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