
A colorful rapid 3D-Platformer in which a stranded pilot jumps, climbs, and dropkicks their way through a magical island. Climb high towers, run across walls, and make dangerous jumps you deemed impossible!
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, Dutch**languages with full audio support
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
I thought I might like this, it reminded me of classic tomb raider style exploration and platforming. But the controls are too annoying and it's really easy to jump the wrong way and die. The graphics filter can get a bit annoying to look at too.
the epitome of sokpop's ingenuity. 9/10
no direction whatsoever
Ok.
I would never think to take the paths I see others take in youtube videos, and I'm not good enough at platformers to try and finish this. I did however really enjoy the ninja like parkour aspects of the game. I think it'd be neat to see that in more games.
This is a great little game. The platforming challenges are fun and clever and well paced out throughout the experience. On top of that it feels polished and has a cute ending. I love this kind if minimalist game that I can come back once in a while and beat quickly, and it never gets old because the gameplay is kinetic and snappy.
I find [b]Popo's Tower[/b] underwhelming. My initial impression was [i]very[/i] negative; I found the controls awkward, the progression path poorly telegraphed, and the art style unappealing. The first of these at least improves once you unlock the double jump, which is probably why it's usually available from the start in these sorts of games. The progression did not get much clearer, but this didn't matter so much as I got into the exploration mood. The visuals never grew on me, though. This is a short game. There's one world, just a couple of handfuls of areas, and a few abilities to unlock. There's a story, but it's also pretty basic. It's not exactly bad, but neither is it good, and I can't see a reason to recommend it.
Le jeu ne peut pas aller au delà de 60 FPS, le compteur de FPS indique tout le temps 59, mais il y a constamment des saccades. Ça tourne à très basse résolution exclusivement, avec un filtre de lissage qui transforme tout en blobs multicolores, il y a aussi un flou de profondeur de champ très marqué et très proche qui rend tout flou au delà de 20 mètres, et la caméra ne peut pas être orientée vers le haut ou le bas alors qu'il s'agit d'un jeu de plateforme très vertical. Tout ceci rend la navigation très difficile et donne mal aux yeux.
tl;dr: 7/10 Sokpop's typical short-form game design, but this time an incredibly fluid 3D Platformer. Their first attempt in this genre, if I remember right, was Klym, which I didn't like much at all. Here though, they made a far more fleshed out 3D platformer later with Kochu's Dream, but Popo's Tower is still pretty fun. For the price, I'd say this game is worth it, though it's still only about an hour and a half of gameplay. The platforming is so much more fluid and fun compared to Kochu's Dream, but mechanically the game is lacking in terms of combat. But the exploration is still quite enjoyable and the layout of the game is a little less confusing than Kochu's Dream. Overall, if you want a short, simple 3D platformer with climbing mechanics and even some slight metroidvania elements, check this out. As a heads up, this game is meant to be beaten in a single sitting - there are no saves here. Don't expect to be playing this game for much longer than 2 hours (I doubt getting all the achievements would take longer than that if you did everything in single playthrough).
This is actually a pretty fun platformed with a funky style and controls. The game play is fun. The character moves quickly and climbing mostly feels good, though minor issues with collision can easily kill momentum. The art style is mostly good and fairly simple. The issue with the visuals is that everything looks really fuzzy and like it's constantly moving as a stylistic choice. I was able to get over it fairly quickly, but I can imagine it would be awful for others, especially when being able to see where you're going is so important for platforming. The biggest issues for me though are the smaller problems: The game is *just* long enough to benefit from a save system, but doesn't have one, and the late game mechanic doesn't feel good and it's possible almost soft lock yourself. These two things can kill the experience, and originally I even didn't recommend this game because of that. But I decided in retrospect that it's still an overall decent game and super cheap/short too, so it gets a recommend from me.
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Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
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.
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