
Explore branching levels, fight quirky bosses, and save the day in this retro platformer inspired by the classics!
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Languages: English*, French, German, Spanish - Spain, Japanese, Simplified Chinese, Italian*languages with full audio support
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Reviews
Themes across 41 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Polyroll is a 2D platformer which manages to balance being very referential of 90s games (primarily Sonic but a bit of Mario) with also being its own thing. It has a charming look and feel (I particularly liked the metallic beach area), it plays well, and the levels are mostly pretty well designed. It does the classic Sonic thing of having a number of ways you can move through the levels rather than a single correct route - and here you're actually incentivised to explore because each level has three gems scattered around, and these are how you unlock further levels. My only major criticism is that the final few levels lean into excessive trial and error as a game design choice, relying on some needlessly cheap hazard placement and a requirement for perfect positioning. These last 2-3 levels aren't enough to sink the game, it's just a shame the developer decided to go in that direction at the end. Otherwise, it's fun game which does a good job of evoking the classics without leaning too heavily on nostalgia to carry it. If you want to feel like you're back in 1993, Polyroll is a solid choice.
外部のバンドルで百円くらいで入手したのでおすすめにしたが、そこまで難しくないマリオ要素のあるソニックみたいなゲーム。 難しくないと言ってもソニックと違いライフ制で、そのライフも宝石を10個拾う毎に回復するのと、マリオ系みたいにステージクリアだけならそこそこ簡単なタイプ。 敵に若干いやらしい動きのがいたり、大きな宝石の全取得にはテクニック等が必要な点で、その辺はソニックよりマリオ系のが近いかも。 数百円なら十分楽しめると思う。
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Hours played at review time, across 41 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
I remember when my parents got me my first - and as far as what's important in life goes, only - Sonic game, I was enamored not so much with the speed (which I couldn't build up fast enough anyway), but with the physics, the platforming, and the new, mind-affecting premise of a character turning into an enemy-damaging ball *just by jumping*. Later when I started to see other platformers, I noticed they didn't do this, but Sonic could, and it became even more wonderful to me. Later on I figured how to move more quickly, but the physics and the premise of what could be done with that ball form have always interested me more. Enter Polyroll, a game that wears influences on its sleeves, including Sonic, but trades away the blistering haste in favor of the platforming. Before I lose my review again, I'll simply post here. Suffice to say that Polyroll succeeds. Bouncing becomes especially important for challenges to clear levels, both for familiar things like bouncing off of enemies, and for the new premise of bouncing off of walls to climb and round odd corners. The presentation is superb. It reminds me - if not outright brings me back - to all those interesting screens I would see on my cousin's Supernintendo and feel horribly jealous of, and even after the jealousy cooled off, still was intrigued and curious about. This world seems to have dreamlike qualities fitting a game from the late 80's or anywhere in the 90's, yet still stands on its own in visual approach. For me, personally, who or what we play as, and where, matter in and of themselves, and as far as real life animals go, I've wanted to play as a cartoonishly cut-ified bug for some time. Polyroll matches this, and a chance to play as one of those pillbugs I loved to watch as a kid while my parents chatted with my aunt back inside is welcome indeed, even - and in a way, especially - if he's a cartoon drawing here. More importantly than this, though, one thing that seems to be intact from his real worldcounterparts is his size. There are some environments that seem like they'd be roughly human-size-hero oriented, like the beginning hills and what looks like a factory, but then we found ourselves in sawmill parts and even inside a computer! This drives home that Polyroll is actually supposed to be tiny - and to be honest, I really love that. I want to play as more tiny heroes. More importantly, these levels take good advantage of their respective settings with area-appropriate gameplay gimmicks, like the rolling hills and an icy area having ramps that let you roll off into the air, casino areas seemingly set on top of a line gambling makshevs having playing cards and chips that make platforms and act as obstacles, along with bouncing balls that encourage you, in a sense, to *take your chances*; and various circuitry-oriented gimmicks in the levels set inside of computers. My main criticism is that the reward for getting near, then completing, the ending is underwhelming. After you beat the game, you just get different color pallets for Polyroll - not even new stats or bonuses or penalties or anything, just pallet swaps - and in a chase scene right before the final boss, one of the biggest mistakes of the Sonic franchise - Rubberbanding AI - comes to call for a wall of spikes that's chasing you. Rubberbanding AI for situations like these was always a mistake that denied us players the reward we deserve for successfully getting faster and smarter on the run, and it's a downer here likewise.
This game has THE most creative ideas I have seen in ANY Jump n` run. It also tries to cleverly enhance the ball-rolling mechanic from Sonic. The bosses are also very solid! Pick it up, if you like Sonic or Platformers in general.
- The game is really good! It may start a bit different from what you expected, but as you go on with the stages, its mechanics get deeper and explored really well. It's a precision platformer, not a high speed one. The "wall bounce" mechanic, it's precision-not-high-speed and the power-up features is what makes it more unique. - Game's not that short and not that long. - Bosses are really fun and imaginative! - The camera also was very well done, it goes to the sides when charging the roll so you get to see where you will go. - Even as a fan of 1-ups in games, since there're no lives in this game, I've still felt motivated to progress and see what bosses and secrets were awaiting. - The health points are refilled and you get minor collectables. I personally liked this system since it gives them a higher purpose. - And the OST is pretty solid. What I disliked/things to improve: Not being able to look up or down at times and not being able to rematch the bosses directly, without needing to beat the stage again. There could also be a boss rush/rematch and also a time-attack mode, those would be nice.
this game is like sonic cd or better sonic 1
환상적인 게임. Sonic 및 해당 유형의 다른 게임에 대한 찬사. 좋은 그래픽. 좋은 음악. 정확한 제어. 아주 재미있고 잘했습니다 9.5/10
Like a combination of Sonic and Mario elements. The character feels a lot like Sonic, is maybe a little floaty, but the levels are sort of Mario-ized Sonic levels where there's a lot of verticality and you don't spend your time going full tilt. The character controls much like Sonic. I felt like I had to play a little far into the game before it got difficult enough to be interesting, but that's just an aesthetic choice and makes the game more accessible for kids. If I had any real complaints here, it would be quality-of-life stuff like I'd like to have volume sliders for sound options instead of just on/off. I don't know if I'll finish it but it's good.
Muy buena precuela del gran Panic the Porcupine variedad de niveles, y mecanicas que dominar para poder conseguir todos los coleccionables
This is a difficult, but charming and nostalgia-inducing game. PROS: * Great pixel art * Excellent soundtrack * Good controls * Unique worlds and bosses * Lovable protagonist * Cool antagonist * Challenging, but not unfair (although, about those Heart Palaces... not sure about those, lol) CONS: * Some elements feel a little underdeveloped or rushed. For example, the fire world is simply called "Fire" in-game, and "Fire X" in the achievements. These names feel like placeholders. Also, a few worlds near the end of the game have fewer than three levels, and no bosses. * I wish there was just a little more story. I would have liked to see a short intro cutscene showing Polyroll with his friends, and explaining who Kaiser Kiwi is and where he came from.
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