
Never reach the bottom of the pit that is Probability 0. The game is different every time you die: the enemies you fight, the landscape you climb down, and the body you inhabit (if you so choose). Never survive. But find your way deeper than you did last time.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English
Engagement
Reviews
Themes across 41 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
My go-to roguelike, great game for when I wanna play something but don't have a lot of time. Very action based, playstyles (different upgrades) vary enough, I get better as I learn from playing. There are 3 modes, one scoring based on enemies killed, one scoring on how far down you get, and one which uses points earned long-term (karma) to get a slew of upgrades from the start. This is a finished game, it seems bug-free, and runs on minimal resources. It does not have controller support, but using a keymapper program like JoyToKey would be easy enough for this game.
[b][i]Probability 0[/i][/b] is a procedurally-generated infinite platforming game with roguelike elements. The only real goal of the game is to survive as long as possible as the game automatically scrolls downwards. You build up a score based on the number of monsters you defeat while descending, and you level up with the experience points that the monsters drop. Leveling up gives you new skills that will increase your chances of survival, but the odds are always stacked against you. In fact, there's 0% chance you'll beat the game. The gameplay is very simple, but tough to master. At the start, your combat abilities are shooting stars beneath you while airborne and punching. Both are pretty weak, but as you gain new skills, you'll become more formidable. There's a wide variety of monsters to face, each with unique patterns and abilities. Touching them knocks you around unpredictably, exposing you to other dangers below. If you get far enough, you'll even face tough boss enemies! The game's challenge is always in a constant state of pressure: you have to avoid getting crushed by the scrolling ceiling above while taking care not to fall into the abyss without a platform. The game's real charm comes from its aesthetic. It features simple pixel graphics with a soundtrack that pulses and screams as you get closer to death. Your chances of success are constantly shown on the screen instead of a health counter, while the distance you've traveled is recorded in all sorts of different units. Everything is incredibly cute, which fits Droqen's style from past games, like [i]Starseed Pilgrim[/i]. Unfortunately, [i]Probability 0[/i] still has its fair share of problems. There's no native controller support, and the dev doesn't seem to be responsive to players on Steam's forums. Droqen has seemed to have moved on to other projects and isn't interested in offering support. The game's engine was done in Flash, which isn't particularly favored by many players. Personally, it lags a bit for me. Some may find the game's unconventional systems to be a turn off: there's no HP display other than your odds, and the habit of monsters knocking you around is pretty frustrating. Finally, a lot of people will probably find the price to be quite steep for what it is. I'm not sure what to say to really justify its price other than that it was a true labor of love by a humble indie game developer and that it's a pretty fun score-chaser. [b]TL; DR:[/b] For fans of [i]Downwell[/i], [i]TowerClimb[/i], [i]Just Get Through[/i], [i]Spelunky[/i], and other roguelike platformers.
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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
P0 is my vote for the best Spelunky-inspired platformer ever made (so far, as of late 2022); the constrained skill tree alone is amazingly fun to explore! Please play this, the original (and IMO superior to all others) arcade-style roguelike-like combat platformer. It maybe feels a tiny bit stiff now that we're in the age of forgiving inputs and "coyote time", but it's still solid and fair, and each jump or enemy encounter can be incredibly exciting/laden with tension. (note: I have dozens of hours on the itch version, just got the steam version)
Parallel Universes in which this game is bad 0
Maybe I'm just no fun, but I don't enjoy this at all. In mid-air you can only attack downwards? On the ground you have super-limited attack range? You actually do have to kill stuff to reach higher levels? I just don't see the point of this game, mostly, and for how cheap I got it I don't feel like dumping more time into it. Tried it a while back, didn't like it, tried it again today, didn't like it. So... oh well.
On paper this should be a good game but it really isn't... The controls feel bad, your character is unbelievably weak compared to enemies (e.g. accidentally touch an enemy you wanted to punch and you go bouncing all over the screen), and the game typically gives you very few options at any moment. So you frequently feel forced to engage an enemy with poor odds of success, or to drop from heights that will damage you. The game is kind of fun but always leaves a bad taste...
Ahh... this game brings me back..
The gameplay is straightforward, so I'm skipping to the nitty-gritty. You saw the trailer. Balance in single player games is something I've come to value more and more over time. I've seen too many games where one weapon or upgrade is simply the best, not even a matter of preference, and choosing anything else is tantamount to shooting yourself in the foot. Using the best option feels awful, and using a worse option on purpose feels like I'm putting in more work for worse results. I was worried that this would be one of those because I immediately said "THIS skill is the obvious choice", but if an upgrade seems like an obvious choice do yourself a favor and try the other ones too. Every single upgrade rocks the foundation of the game in a good way. The best games make every option feel like a game-breaker, but keep everything balanced. The lower tier skills are often just as tempting as the higher ones. This sounds like a small thing, but it's so satisfying to pick a useless skill and see it's great, or skip a absolutely necessary skill and see it isn't. The platforming seems simple, but small details make it deep. The jump height, block size, and overall physics of the game are calibrated to give you as many choices as possible. This part is difficult to explain, but since the game is made of blocks in a grid pattern, block configurations can reoccur. The hang time on the jump is such that you can JUST clear a two-block gap with a ceiling overhead. The ceiling prevents you from getting the height you usually need to get across, making it difficult. But since it's a grid layout any time you see blocks arranged that way, it's the same exact jump, allowing practice to carry over. The punch hit-box is just enough that if you stand on the VERY edge of a block you can hit a block one block away. The grid size is just enough that you can jump off the edge of a block without bumping into the one directly overhead. Things like that. Little maneuvers that are tricky, practicable, and help you last a little longer if pulled off. If the physics were a tiny bit different, lots of maneuvers would go from "It's possible, but tricky" to "It's impossible", limiting your choices as a player. Aside from the skill descriptions, very little is explained. I didn't expect much, but there was and still is a ton to discover. Several times I thought I had seen every enemy type, only to find another. Every skill has some additional detail purposely not mentioned in the description. Curiosity is really a one time feeling, but even after all this time there are still things I want to know. Is there something hiding down the Expert pit? Is there an ending? Is THAT bug actually intentional? An unassuming, 12 MB, app-like game, but one of the most engaging I've seen.
Criminally underrated. Super fun, amazing soundtrack, love this game.
In Probability 0 you start out chased by spiders which hurt when they touch you. Later on, you realize that these spiders are your best friends.
Players by region
Where this game's players are, estimated from review languages.
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