
Paradox Soul is a chilling fight for exploration and survival; a Metroidvania pixel action-shooter hybrid!
Modeled estimate, not a reported figure. How we estimate →
About
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 43 reviews with recorded playtime.
Reviews
Themes across 43 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
개인적으론 할만했음. 근데 이 게임 마지막 미션 깨는게 너무 귀찮음. 가이드에 정리되있는거 토대로 따라가면서 했는데 이거 혼자서 하려면 시간 꽤나 걸리겠다 싶더라. 근데 이 게임이 무료로 풀렸을 때 얻어 놔서 나름 재밌게 한거지, 이걸 돈 주고 한다고 하면.... 굳이?
beautiful game:)
How the hell are you supposed to get past the first robot? I gave this game a chance thinking maybe it was overhated, but nope, it's just bad.
Бесплатно что-то. Возможно, даже каждому. Но не мне.
uma bosta.
挺有意思的类银河恶魔城游戏。我猜开发者是一到两个人的小体量开发团队,因为有点过于简洁了 优点:1.探索成分较多 2.boss互动机制有创意 缺点:1.游戏流程太短,剧情几乎没有,不知道自己玩了个啥 2.游戏恶意较大;我猜作者想要学习空洞骑士里面的一些打怪设计,但是有点太多头了,作者能预判到玩家的一部分动作,比如:1.玩家二连跳跳过敌人;但是作者通过限制天花板高度,让玩家刚好弹到怪的头顶、通过锁头来一直瞄准玩家射击,让即使跳过敌人的玩家仍旧能被“甩狙”击中,以及高低差不同的敌人射击,有的时候需要爬下来射击,很猝不及防,最令人头大的就是主角一击必死,这个大大削弱了游戏的可玩性。3.游戏零操作提示,我都是通过查看手柄按键提示来推断我能干什么;被诟病的很大一个问题就是躲掩体,这么重要的玩法居然不提示,属实有点过分; 不过鉴于我刚刚对开发团队的猜测,这是你们第一部(或者早期)作品,有点问题挺正常,这种体量的小游戏想要什么自行车(而且还是免费获取的)我觉得综合来看能给到夯 A pretty fun little Metroidvania. My guess is the dev team is one or two people, because the game feels a bit bare-bones overall. (never mind that :) ) Pros: 1.Solid exploration content 2.Creative and interesting boss interaction mechanics Cons: 1.The game is way too short, and the story is basically nonexistent — I finished it with no idea what I'd just played. 2.The difficulty feels a bit mean-spirited. I think the developer was inspired by some of Hollow Knight's enemy design, but it might've gone a step too far. The dev seems to have anticipated certain player moves — for example: players double-jumping over enemies, only to get caught because the ceiling is low enough to bounce them right onto the enemy's head; enemies that lock on and track the player with constant aimed shots, so even if you jump over them you still get sniped on the back of the enemies(cause they turn immediately); and enemies positioned at varying heights, where you sometimes need to crouch-shoot, which catches you completely off-guard. The biggest offender, though, is the one-hit-kill mechanic — it tanks the game's replayability hard. Zero control hints, really can't bare that. I had to figure out what I could do by looking at the controller button prompts. The biggest complaint for most players will be the cover system — such a core mechanic, and there's not a single tutorial prompt for it. That's honestly a bit much. However, That said, given my earlier guess about the team size, if this is your first (or early) release, a few rough edges are totally expected. For a free indie game of this scale, what more can you really ask for? All things considered, I'd give it a thumbs up — keep it up, devs! 💪
Meh.
ЗБС
How is this game so ♥♥♥♥♥♥ hard? (I have done Abs Rad radiant btw)
Good!
Related
Related
Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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