
An old-school, tough-as nails classic linear 3D platformer with a faithful PS1 cartoony aesthetic. 25 fully original levels, boss fights, collectibles, time-trials, and many secrets.
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About
PsiloSybil is a classic linear 3D platformer with a faithful mid-90s look and brutal difficulty. You must guide plucky mushroom Sybil across a colourful world of devilish traps and defeat the evil master of all hogs, Lord Nutmeg, to set free all of shroom-kind. In each of PsiloSybil's handcrafted levels, alternating different playstyles and aesthetics, you'll meet a unique mushroom character held captive by Nutmeg's boar minions. Freeing them is not going to be easy!
The game also provides time trial challenges, and an optional arcade mode which reintroduces lives and removes collectables. It is also perfectly deterministic and employs no RNG, which makes it perfect for speedrunning.
PsiloSybil strives to reconstruct the classic look of PS1 titles. Not only are the world, characters, and objects modeled and textured with the limitations and visual trends of the time in mind: a full suite of visual effects ranging from vertex snapping to an emulation of composite analog video enhances the experience. All of this is customisable and you have detailed control over each component.
It may be an homage to a certain marsupial game.
25 fully original levels
Fast-paced old-school gameplay but with modern, responsive controls. Supports most gamepads natively
Trivial to learn, challenging to master
Much hidden and additional content, a real treat for the collectionist
Large, charming cast of fully animated low-poly characters
Fully customizable video effects
An arcade mode with limited lives for the real hardcore players
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English
Engagement
Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Since the early days of 3D platforming back on the old PlayStation 1 alongside the Nintendo 64 and the Dreamcast, I've grown up with some of the best that the expanding gaming industry had to offer at the time, whether this be the lightning-fast Sonic on his brand new adventure in Station Square or Lara Croft jumping and dodging the many deadly traps in the City of Khamoon alongside the likes of Rayman, Croc, Tomba and many other great platformers of the time. Yet two were closest to the crown of being the game series that defined the PlayStation 1, chief amongst those was the Spyro games whose fantasy setting and more relaxed gameplay lend itself quite nicely for a truly cozy type of feeling that many casual gamers enjoyed thoroughly in a time when gaming still felt tied towards the arcade style of gameplay, making up for content with excessive difficulty to eat up those quarters. The indie we are about to explore here, however, took its inspiration from the purple dragon's most fiercest competitor, and the one that ultimately won in the end, as Crash Bandicoot is legendary in his own right in so many ways that I wish I were reviewing the original trilogy published by Universal Interactive Studios simply so I could explore in so many aspects what made that series as fantastic as it was back in the 90s! However, noting the absence of any actual classic platformers that specifically aimed to replicate that PS1 era of platforming, bad_vertex has taken it upon himself to make what I can only describe as a lovely homage to the Crash Bandicoot games of old, particularly the first one albeit I'll touch on why this is both a good thing for some as well as a bad one for others. To begin, the player takes control of this game's fungal heroine that is Sybil as she explores the island that is made up of twenty-five levels, twenty of these being your typical platforming stages and the other four being boss battles that comprise of the antagonistic Lord Nutmeg and his top swine serving as his henchmen, plus a brutal post-game level at the very end! Naturally the most direct goal is going through each of these levels, completing these stages by making it through to the end or defeating the boss in an intense combat sequence in typical platforming style, whilst the longer overreaching objective is to collect all of the 'tokens' (these are mushrooms which represents the level's shroom denizen in need of rescuing) and achieve a 'gold skull' in the time trial after beating the level. One thing I should touch upon in what made the Crash Bandicoot games so revered as a platforming legend is how it appears intimidating at first for those not used to platformers of a tight nature, having to quickly think and dodge on the fly as enemies can easily kill you on contact and falling off is just as effortless for anyone sloppy on their feetwork! Yet the games themselves are actually quite generous for the most part, giving you more than enough time to slowly get acclimated with the platforming and even providing the ever-helpful 'Aku Aku' masks that served to give players a second chance if they took a hit, with further upgrades giving even more protection to the player. The developer behind this game, however, sought to take PsiloSybil in an even more arduous direction than the very first Crash Bandicoot game as the airtime you get from a jump is not as much as you would find in most other platformers of that era, also not helping is the lack of a 'safety net' with the absence of power-ups alongside the game expecting you to pick up the pace quite quickly compared to its inspiration. This has me feeling mixed to some degree, as I've always enjoyed a good challenge and certainly I took it head on as the first segment of this game leading up to Chef Porcini (the first of four bosses) is actually fairly decent for somebody used to platforming but not at a professional level. However, this challenge raises considerably in the second and third parts that will see the average player's deaths easily going into the double-digits on their first attempts and by the time you enter the final section of PsiloSybil, expect the prospect of seeing over a hundred deaths per level to be a brutal reality! Though it's why I am glad they replaced the limited lives to counteract this as my attempts of playing this on the arcade mode (replacing the token goals with the rare Sybil collectable that acts as an extra life) saw me getting as far as the 9th level before running out of lives despite getting to know the early levels rather well, no doubt a skill issue on my end but I suspect many others will not even reach or get past the first boss before calling it quits on this particular mode. This is to say that, for anyone interested in the unquestionably amazing atmosphere that bad_vertex has created faithfully which this game could have easily passed for a legitimate PS1 game back in 1999 or 2000, whether PsiloSybil will be enjoyable or not will largely depend on your tolerance for tight platforming and genuinely hard challenges. On the one hand, if you enjoyed Crash Bandicoot 2 and 3 but found the first game's challenge to be a little too much (whether due to 'first game syndrome' or Naughty Dog making it less casual than they were aiming it to be), then unfortunately this game is easily multiple steps above the difficulty of the first Crash Bandicoot and will likely prove too frustrating to be enjoyable. However, if you've fully completed the trilogy and found only the first game's platforming levels to offer any challenge outside of time trials, then I can say with confidence that you'll have a fairly good time learning a new standard of precise platforming here! It wouldn't go without saying here, however, that I did encounter some issues with PsiloSybil throughout my time spent with it, mainly the occasional stutter in performance. Whilst these are rare, it did end up causing several out of the approximately 1200 or so deaths on my first playthrough that I did find rather frustrating when it occurred, but thankfully it was manageable with the unlimited lives. Another unfortunate issue I had is with the last segment and its extreme reliance on precise platforming plus how four of the five stage in the final stretch are not so much unique levels as they are 'recycled' since Gruesome Grotto, Dark Chocolate and Hell's Bells are all essentially harder variants of Crystal Hollow, Dessert Outpost and Stone Cold respectively. Haunted Lodge does start off similar to Boarsailles but thankfully has its own creative spin in the latter-half that I quite enjoyed. Honestly though, I had a pretty great time with PsiloSybil all things considered, even with the fairly high difficulty throughout the game and [b]especially[/b] towards the end of it. However whether you will end up enjoying this game or not largely will come down to how high your tolerance is for platforming that, at times, borders on Kaizo-tier difficulty. Were it not for the inclusion of unlimited lives in the regular game mode, personally I would not have recommended this game due to being too unforgiving with limited lives and not being able to go back to older levels on arcade mode like you could in the Crash Bandicoot games. All in all, bad_vertex has done a fantastic job with not just replicating the classic retro platforming experience on a gameplay basis but also putting serious efforts towards recreating just how it felt to play a good and (mostly) well-designed platformer game in the late 90s, as the immersion I felt playing PsiloSybil is almost second to none and I frankly wouldn't have it any other way! Hold off buying it as a casual and get the N. Sane Trilogy when it goes on a discount to see how you feel about tough platforming first, however anyone who is looking to take things to the next level will feel right at home with this indie and all of its infuriatingly hard stages!
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Concurrent players on Steam, sampled daily since tracking started.
Hours played at review time, across 40 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
WARNING: PsiloSybil is not for the faint of heart, or those with even mild anger issues. As someone who hasn't even thought about bringing harm to my controller or my monitor since I was a young teenager, and who takes a LOT of ♥♥♥♥ before getting irritated at people, let alone games, I have nearly squeezed the hand grips of my dualshock into itty bitty bloody plastic shards because of some of the ♥♥♥♥ I have experienced in my playthrough. With that said... POSITIVES: +Hard +100% isn't an afterthought +Authentic experience of the Creator's Vision. The very few things you could call concessions towards making the game easier (infinite lives, frequent checkpoints) were just used as an excuse to make it even more difficult, even more precise +Very fun visuals, some of which justify the name of the game and some of which harken back to both Crash AND Spyro's aesthetics in a nostalgic way (most strongly felt in Nutmeg's territory) +Very inspired Level Themes, only repeated once or twice +Music can be pretty bangin', some definite Stewart Copeland influence in a couple tracks, some more unique spins in others (Stone Cold + Hell's Bells song almost reminds me of a Lavender Town Remix, or maybe I'm just insane) +Chef Porcini and Ham Dass (lol icwutudidther) are really fun bossfights, time trials included +Psuedo-CRT Effect can be turned off if it hurts your eyes ----------- NEGATIVES: -Hard. Holy ♥♥♥♥. -Really ♥♥♥♥♥♥♥ hard. -This is the kind of ♥♥♥♥ Guantanamo Bay's greatest, evilest minds couldn't put someone through. -Remember that part I was talking about? About making the game easier, but so much harder? -Time trials. -Time trials are DEATHLESS. -CHECKPOINTLESS. -Pixel Perfect jumps required AS EARLY AS STAGE 4. -PERFECT time trials required for 100% completion. Up to and including EXPLOITING UN(not really)INTENDED HITBOXES AND ACTUAL GLITCHES to get Gold. Early as Level 2's, where you hop on the edge of the Hard Path's electric wires to get through ~5 seconds faster. -ALL time trials, including the nail-tearing, tooth-pulling, eyeball-pushing-and-popping genuine ♥♥♥♥♥♥♥ AGONY that is the final boss gauntlet and HELLS BELLS, are *MANDATORY* (AT LEAST BRONZE which is nowhere NEAR as lenient as Sapphire Ankhs in Crash 3 btw, most require not allowing the obstacles to move past cycle 1 at ALL) in order to even free all the mushrooms! What the ♥♥♥♥??? -Seriously, if I was doing a ♥♥♥♥♥♥ 1-to-10 rating of this game I'd dock an entire point, maybe two, just for that -Bizarre, kind-of-forgiving-but-also-very-unintuitive attack hitbox. -A boost mechanic in the racing minigame, which makes the time trial even more of a ♥♥♥♥♥ than it already is considering the level is practically two levels glued together. -P.E.A.R.L. 'Nuff Said. -Nutmeg. Nutmeg's boar form. Nutmeg's COCKHEAD HAT. 'Nuffer said. -Music is kinda ass/phoned in/seriously undercooked at some points, thankfully relegated to a few early levels -♥♥♥♥ YOU. FOR PUTTING BACKTRACKING IN CLIFFHANGER. ♥♥♥♥ ♥♥♥♥ ♥♥♥♥ ♥♥♥♥ YOU. All in all, I think this game is too hard even for the kind of people who replay NST Crash 1 time trials for dev times, just for kicks. The sheer amount of repetition, of aimless fumbling, of learning NOTHING for TENS of minutes at a time just to get one more nugget of information, one smidgen of progress further without dying, is too much. Because holy ♥♥♥♥. The timing. Is so much tighter than anything in a Crash game. Not in 1, not in 2, not in 3, not in Wrath of Cortex, not in It's About Time, not in anything. THERE IS A REASON that even among the exceedingly few diehard Crash fans who saw a Crashlike and said, 'Hey, that looks fun!', LESS THAN A TENTH OF THEM BEAT THE GAME--probably not even collecting all 23/25 mushrooms that you can get without time trials (haha, look, I'm mentioning them again!!). And of the playerbase, only ***2.6%*** have 100%'d it. Probably only a few dozen people, if that. It's because I, and almost everyone else, would rather get TASERED IN THE BALLS! ONCE FOR EVERY GOLD SKULL WE DIDN'T GET! THAN HAVE TO PLAY THROUGH EVEN HALF THE LEVELS DEATHLESS!! LET ALONE PERFECTLY QUICKLY. LET ALONE WITH EXPLOITS THAT WOULD MAKE A SPEEDRUNNER-TO-BE GIVE UP. Jesus ♥♥♥♥♥♥♥ christ. TL;DR: Crash 1 spiritual successor with infinite lives, but you get punched in the ♥♥♥♥ every 5 seconds. 10/10, bad_vertex. Looking forward to your weird hyperbolic exploration game next, ride or die. \m/
the crash bandicoot equivalent of the teacher from whiplash
It's like if the creators of Crash Bandicoot hated you
It's a really good game held back by the fact that it's legitimately too hard.
The game copies Crash Bandicoot, but it copies the worst one — the first. It's extremely difficult to the point where it's not even fun, and the hitbox is so weird that you end up dying in places where you shouldn't, the visuals is too generic too, it's because copies the PS1 feels it's just because is poor, the major character don't have any personality
I tried, I honestly tried but when I was getting stuck on the third level, it made me realize how it was handling difficulty, if there is something I don't like when it comes to removing lives in a video game is making checkpoints complete famine. I know its not fair to review something when I gave up on the third level but this game continues (like Crash 4) seems to chase a version of Crash 1 that doesn't exist. I wouldn't mind a game like Crash 1 where its simple, linear, Short yet fun. This game isn't that, not even close, So many people oversell the the difficult of Crash 1 that they're now coming up with lies about it. Literally someone I know said Crash 1 has tank controls which isn't true in the slightest. Crash 1 isn't as hard as everyone says it is, But I'm convinced people haven't played the game enough to even see that its much shorter and better than they realize. Yes I know the safety net the 2 and 3 have with the box gem isn't there but the game never hides boxes constantly (Jaws of Darkness is only level to do this) most of the levels are short (sunset vista is easily the longest stage) and crash's weight once you get a feel for it is second nature. This is not Crash 1, this is a perpetuation of the overexageration and sensationalizing of what people think Crash 1 is. Crash 1 rewards observation and careful platforming and allows you to break in between, it doesn't ask you to go through perilous gauntlets putting a lot of progress at risk until you finally reach another check point. I'll be real here, I regret not asking my friend to get this game refunded sooner as it didn't just let me down, it made me not trust anyone to handle a crash like game if they cant even understand what Crash 1 doesn't do. Because all I can think about is people trying to make crash all about difficulty making yet another Crash 4 and then pass it as Crash 1 in difficulty. Crash isn't Super Meat Boy, IWTBTG or Celeste, its a 3D DKC for PS1 owners that got better with its sequels. This is Crash 4 if it allowed you to die, but over does it with making you die, and it made me feel very cynical about the franchise because it makes believe that whenever people think of crash now, they think about how the originals where "So hard" when really the originals are not even close to matching the difficulty as Crash 4 or the generation of games prior due to the landscape at the time. I might be self projecting at this point, but I really didn't want to play this game further unless it was made eons easier, and before anyone says anything about veteran players. The Veterans of the ND days of crash are in their 30s or 40s now, they have lives, they don't have the time to spend hours into level because it was made unnecessarily long because of that trend of "Crash being the hardest game ever" And if their life is a streamer, good chance someone would know that they missed the point and made it much harder than crash 1. Good chance I might not be fair here but im not happy about this narrative of misinterpreting the first game's difficulty time and time again. I'm very sorry to be super scathing about this, but I doubt I'll be playing this further because I don't think it'll get better.
I can tell that there was a ton of love put into making this game, and it shows. At the same time, however, I feel like most of this games' difficulty leans more on the side of being frustrating or in some cases just boring(having to memorize long boss patterns in a game where you die in one hit). I personally wouldn't recommend, but YMMV.
A mouthwatering morsel for the masochistic mycologist.
I want kill myself. bad af
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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