
Fight your friends as puppies, kittens and other fuzzy creatures in PARTY ANIMALS! Paw it out with your friends remotely, or huddle together for chaotic fun on the same screen. Interact with the world under our realistic physics engine. Did I mention PUPPIES?
Most likely between $14.2M and $40.2M. On 8 games checked against developer-reported sales, our median error is 11%. How we estimate →
| Store | Price | Score | Revenue · chart |
|---|---|---|---|
| Steam | $9.99 | 80% | approximately $23.7M |
| Xbox | $19.99 | 72% | — |
| PlayStation | $9.99 | 86% | — |
Matched by title. Prices and chart positions are each store's US storefront; Epic charts worldwide. * critic score.
Reviews
Themes across 1869 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
ai slop >:(
Get timed out wafter leaving a game where everyone else on your team left. Plus full of cheaters. - rep
Very fun to play with friend together ! I can't stop laughing while trying to destroy other !
Never has content updates. Promotes generative AI. Game is essentially a dead AI slop machine. It had so much wasted potential 1/10.
This game made me divorce my wife as I was so locked in (lowky) that I neglected her fat ass I also cheated three times on her completely unrelated just thought Id mention that my first born son drowned last year and I don't want to live anymore ;(
Cuidadito conmigo en este juego...que puedo pegar millones de sopapos y acabaré muerto por tropiezo como gilipollas que soy. La raqueta es mi arma poderosa. Recomendación?? Puess en este juego empecé una relación y la acabé no sé si sirve. En fin, animales monos!!!
bug一堆就是不修,一个进不去房的bug得休多久?
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整个游戏没有任何的公平性可言,充满了策划和项目组傲慢的态度和对玩家诉求的漠视。 1.首先,游戏针对键盘操作没有做任何的适配,手柄常见的转圈丢人功能在键盘上几乎无法复制,直接导致键盘玩家在与手柄玩家对抗的体验上天生少了一大截,可以说键盘在丢人这个功能上属于完全残废状态。整个项目从策划,到程序,到QA,到社区整个流程无人在意键盘玩家的体验,哪怕从发售起就一直有玩家反馈键盘操作的问题。 2. 整个匹配机制是完全没有做平衡的,新手第一次玩就能遇到满级玩了几百个小时的大佬,全程被虐没有任何的体验可言。 3. 游戏的物理机制按道理说是为了喜剧和闹剧效果设计的,但是在实际游玩体验上充满了策划的恶意和不作为。在攀爬功能上经常能遇到莫名其妙爬不上去或者爬着爬着人翻起来掉下去的情况。坠落眩晕的边界和体验也是一塌糊涂,经常在不会眩晕的高度坠落会莫名眩晕。体验下来搞怪和喜剧体验没怎么感觉到,经常出现的反而是莫名其妙爬不上去,莫名其妙晕过去,失败的体验决定在随机性上而不是自己的操作上,可见整个项目组对游戏的平衡和玩家体验做了0优化。 4. 游戏机制和地图设计混乱和缺乏指引。拿武道会这张地图来说,在游戏后期毒气蔓延之后,场外视角看到的毒气范围和场内完全不同,经常指引场内玩家到没有毒气的地方莫名被毒死了。当毒气铺满全场以后谁先死亡似乎只和运气沾边,谁运气好谁就不会死。再拿黑洞实验室地图来说,到最后一轮引力的时候,所有人都没法全程拿着铁链,最后都会被吸到黑洞上,谁最后存活完全靠运气。 综合而言这个游戏就是一个和自己技术,努力毫无关联,全靠运气+匹配+使用设备决定胜负的游戏,每次的游玩体验都是以愤怒和不满结束,这个游戏只适合完全不在乎胜负和各种bug+不平衡的玩家。
AI usage instead of supporting artists.