
Experience the rush of soaring, dashing and leaping with unmatched agility as you navigate intricate levels and test your skills in a vibrant, treacherous world.
Modeled estimate, not a reported figure. How we estimate →
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About
Quetzal’s Call is a fast-paced precision platformer focused on reactive gameplay. With tight, responsive controls, it's easy to learn but hard to master, offering thrilling, reactive gameplay.
Feel the thrill of flying without wings as you traverse intricate landscapes, mastering your skills and facing new and tougher dangers in every region.
45 levels and 5 bosses
Find creative and unconventional solutions to overcome obstacles.
Tight and responsive controls. Easy to learn but hard to master.
Fast-paced gameplay focused on reactive elements.
Minimal pixel art style.
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Spanish - Spain, Spanish - Latin America, Japanese, Portuguese - Brazil, Simplified Chinese, Catalan
Engagement
Reviews
Straightforward concept executed well. Game really opens up by making the most of different moves and level gimmick combos in the back half. Pacing can be frustrating and wish there were more generous checkpoints, but definitely worth the price of entry.
dfssdfds
Es un buen plataformas, no es frenéticamente increíble pero esta bien logrado y los controles responden bien. Para mi vale la pena comprarlo, que vivan los indies.
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Trends
Concurrent players on Steam, sampled daily since tracking started.
Hours played at review time, across 37 reviews with recorded playtime.
Hate to negatively review a game like this, especially this quick, but in my defense the list of design issues just piled up so fast that I found myself lacking any desire to continue past a point. What should be a fun pogo-based platformer with, for once in the genre, an HP system, becomes a slog because that HP doesn't really matter - most of your deaths are going to be to instakill lava and checkpointing is SPARSE (a minute apart or more in most cases). Which, okay, I guess that'd be fine if the game controlled tightly enough but, for whatever baffling reason, the sword is 8-directional which leads to lots of mis-angled attacks (especially when trying to attack downward, ie, the thing that keeps you from falling into lava). I don't know why it isn't just 4-directional. I did not spot a single scenario where I'd want 8 directions. The game also loves hiding its secret collectibles behind barely distinguishable breakable walls, and you lose them on death so you have to redo the platforming challenge you've already succeeded at to get them every time you die. And there's just lots of spots where cycles don't line up in cases where everything is life-or-death (lots of platforms that disappear once you land/pogo on them here) so you just, die. And get sent back, again, a minute. And have to recollect the secrets. I dunno man, this should be fun and it isn't one single issue that ruins the game but it's the combination of all these small problems that lead to it just not being fun for me. It's not even that hard - at least, in what I played, which was to the middle of world 2, maybe it gets harder later - but it doesn't demand needle-threading like a lot of bad precision platformers. It just is also burdened with making you redo WAY too much for any of it to stay fun for long, and it makes me feel like my time is being wasted anyways. Won't refund it 'cause I don't like refunding on indie devs but it's rare I find a promising game I dislike this thoroughly quickly enough that I even could. Bleh. EDIT: Played a bit more, the game doesn't ever really improve on this front, though I will say that stage 2-5 seems to be an anomaly in terms of difficulty compared to most every other level surrounding it and the game doesn't really get that hard again until 4-9 and 4-10, which are fairly ridiculous in a bad way. Got to the final boss, which has instakills everywhere, beat it after a few attempts only to see it had a second phase and by that point I decided "yeah no I've seen enough." Not like the bosses are the highlight of this game, anyways. I don't think it's the worst platformer I've ever played and tbh with better checkpointing I'd be leaving a positive review even despite my other gripes, but, this game delights in wasting your time and I just can't gel with that.
下劈模拟器,手感很不错,但是存档点非常少,即死的岩浆陷阱极易带来挫败感,平台跳跃苦手慎入
its fun
after going through the second half of level 3 then level 4 final boss fight, i change my review to negative and rage quit due to how inconsistent the chainsaw parry was. Also increase the dang range of the weapon the short range is unbearable
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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