
A robot, a poncho and a journey of discovery! Make your way through this wonderful world of pixelated parallax platforming to solve the ultimate puzzle: who is Poncho?
Modeled estimate, not a reported figure. How we estimate →
Media
About
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, French, German, Spanish - Spain, Dutch, Portuguese - Brazil, Italian
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
Ну да... ну да... Сначала Феска, потом Пончо... Дальше что? Стринги? Онучи? А теперь предельно серьёзно: Отличная бродильня про сердешного роботца. Просто маленький, незаслуженно обойденный вниманием шедевр! Красива внешне и звучит приятно. ["Свалка" мне особливо пришлась по душе!] Отличная находка в плане игрового процесса [По крайней мере, лично я, доселе не встречал подобного.], скачем между параллаксовыми спрайтовыми слоями. [Хорошо звучит, а?] Скакание местами заставляют попотеть, но в общем к игроку относятся гуманно. Сюжет имеет место быть, и в какой то момент, нам даже предоставляют возможность выбрать дальнейшее развитие событий. Единственное слабое место, на мой взгляд - это то, как нарисовали последний уровень. По сравнению с остальными, как то так себе - серенько / вяленько. Так же, на мой взгляд, положительный момент, ещё и в том, что реализовать проект помог всенародный пинок под cрaку. [Kickstarter] Берём, берём! Обязательно берём!!! [URL=https://store.steampowered.com/curator/34966048/]куратор[/URL]
CHANGE: A Homeless Survival Experience oyunu ile beraber Delve Interactive Bundle'ını alırsanız 19kuruşa falan geliyor indirimde hiçbir şey 19 kuruş sudan ucuz dedikleri bu olsa gerek oyunda eh üh işte :D
My biggest gaming disappointments tend to be titles that have all the appearances of something I’d love, and then are no fun to play. As a fan of pixel art and puzzle mechanics, you can imagine this happens a lot. Sometimes the mechanics aren’t so much fun in practice, sometimes the art isn’t so good in motion, and sometimes there are other unexpected factors that ruin the experience. And sometimes, it’s all three. PONCHO had the look of an absolute gem to me, with wonderfully detailed art and the promise of clever platforming challenges. And then I played it. The world ended again, this time in a vague Calamity that left only robots to cast about in its wake. One of these robots is our chonky little friend Poncho, so named for obvious reasons. Poncho has something of a great destiny laid out before him, something to do with the Calamity and how the world may be able to move past it. But before that can happen, Poncho has to move past a lot of pits and walls. His ruined world is a tangle of precipitous drops and locked doors, and only by scouring its surface for keys and clues will he be able to find what he doesn’t know he seeks. At first blush, PONCHO appears to be a 2D collectathon, with you scooting around levels to find red gems and keys. The former of those can be spent at a trenchcoat-wearing robot (whom I assume is named Trenchcoat) to get more of the latter, but it seems most of the keys you need to progress can be found in the wild anyway. What complicates your travels are the three parallaxed layers that stages are found in. Poncho can shift into the foreground and background at will, allowing you a three-dimensional route around pits and walls. This is used to great effect in some stages, once you realize you can platform across layers by shifting mid-jump. That doesn’t mean the platforming itself is good, though. It wasn’t long into PONCHO that I noticed my controller presses weren’t always being honored. Sometimes my little robot would just keep going after I stopped pressing left, sailing into an abyss. Or sometimes a jump wouldn’t register at all, to much the same effect. Moving platforms had some wonky hit detection that would make the poor dear vibrate or become entirely unable to jump. This is on top of some poorly thought-out levels where the foregrounds cover up important platforms and paths in the background, making it even harder to get around with the janky controls. Even if you can wrangle your controller to do what you want, PONCHO just isn’t that compelling of a journey. I was expecting something metroidvaniaish or at least open enough to explore, but levels are all this weird in-between thing where you can wander to the left or right to find more baubles but still beat it in just two or three minutes. Along the way I unlocked some new powers, but they really just exist to gather additional forms of collectibles which you then have to replay old stages to get. There’s no reason to explore unless you’re a super gem completionist, and if you are then the controls are sure to frustrate your efforts. The screenshots might look good, and indeed the pixel art itself is lovely and the environments look great with the parallaxing effects. Later areas are very sparse, though, and the amount of repeat in textures and characters becomes extremely noticeable. I didn’t mind the sound design but that’s not exactly much of an endorsement, as it didn’t add anything to the experience. It’s kind of tragic what a hollow experience overall this one is, with its few bright points marred by a lack of polish and some actual glitches. I’ll never be able to answer the question of who is Poncho, but from what I saw it can’t be that interesting of an answer anyway. Did you enjoy this review? I certainly hope so, and I certainly hope you'll check out more of them at https://goldplatedgames.com/ or on my [url=http://store.steampowered.com/curator/11322459/]curation page[/url]!
I really don't understand all the harsh reviews about this game. I loved it! That pixel art is gorgeous. The game is short enough not to get boring. The puzzles are fun and well designed. I read a lot of complaining about glitches, I did encounter a few minor hiccups, controller support could be better, nothing game breaking. If you can't handle imperfection from a game created by 3 people, I don't think indie gaming is for you.
It has a really interesting mechanics that is worth experiencing, but it is rough around the edges.
I wanted more FEZ, so I took a chance on PONCHO. The art is nice, but I never really found it fun or interesting.
The level design is bland, atrocious, and contains a LOT of completely unnecessary forced waiting. There are also vertical levels in the vein of Getting Over It alongside trolly switch blocks and poorly telegraphed shifts. You could end up right at the beginning of a level after 20+ minutes of tough climbing with no quick way back up. Stay away from this one.
PONCHO is FEZ if it were buggier and somehow less fun and more tedious. In contrast to FEZ, PONCHO focuses more on its platforming and omits puzzle mostly entirely. I always thought that I would've like a game like FEZ that focused more on its gameplay rather than its meta puzzles, but PONCHO made me realise that the controls are not nuanced enough and the stages are not varied enough for either game to be supported by its platforming alone. Sure, the game looks quite nice and the parallax effects are very nostalgic, but the game itself bores me to tears. It's also quite a short game. In retrospect, PONCHO made me appreciate FEZ more, and I was never the biggest fan of FEZ in the first place. Not recommended.
This is one of literally hundreds (if not thousands) of lazy 2D retro pixel platformers infesting the Steam store. This one has you controlling a retro pixel robot with a poncho, whatever. The gimmick with this one is that the game has several layers and you need to go forwards or backwards through them to move around, so it's almost 3D but not quite. I wonder if at any point making this 2D game and trying to add a third dimension to it they considered just making a 3D game... after all, it's the 21st century now. 2D gaming is obsolete. So are the ugly retro pixel graphics that make the game look so bad. They might describe it as "art", I describe it as "couldn't afford to hire any game developers who know about modern PC graphics". All this is kind of irrelevant as the game maps PC gaming peripherals (HOTAS, Pedals, Racing Wheels etc) as if they are console peasant childrens toy gamepads. This makes the player move constantly to the left and makes the game completely unplayable. There's no way to turn this off. Unplayable games don't get thumbs up from me.
This game is like a Tesla - Under-engineered garbage.
Related
Related
Trends
Concurrent players on Steam, sampled daily since tracking started.
Momentum
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.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
Related
| Loot Hound™ | $28.2K | 93 | 85% | $7.99 |
| Lake Haven - Chrysalis | $28.2K | 505 | 97% | $2.99 |
| Asterix & Obelix: Heroes | $28.2K | 62 | 71% | $19.99 |
| Human Farm - Practice Section | $28.2K | 186 | 85% | $6.99 |
| Paragnosia: Museum | $28.2K | 122 | 91% | $5.99 |
| Super Algebrawl | $28.2K | 186 | 92% | $5.99 |