
Rainbow Billy: The Curse of the Leviathan is a wholesome, creature capture, 2.5D Adventure-Puzzle-Platformer with over 30 hours of gameplay!
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All-time low is the lowest price we've recorded for this game since we started tracking it.
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
小孩玩太幼稚,大人玩刚刚好
I vaguely remember putting this game on my wishlist for Pride month. I loved the music, the art style and the concept of communication confrontations. Some people would definitely benefit from having to learn how to communicate better through this game. The story went from cute to deep and I cant recommend it enough for members of the lgbT community.
Absolutely wholesome. A rater cozy game full of exploration, some light platforming and light puzzling, and not too complicated puzzle fights, with agility mini games to execute them. While the game is pretty fun mechanically (although some of the fights can get a little tedious, but not too much), and there's a lot to uncover and explore - that's not where this game shine. It's a wonderful story, full of feelings, empathy and light. While it touches on difficult (and sometimes even very tough) issues and situations, it does it with a lot of understanding and good will. The various situations, flaws, disorders and illnesses are shown in an compassionate way - and explained the best way possible: as what they really are, and where they come from. It could serve as an eye-opening material for many, showing the real side of human behavior that may seem irrational, "weird", or even "wrong" - while when considering context, circumstances and emotions, are "just" human responses.
I just noticed this game has 127 reviews and I can't believe it. I haven't beaten it, but the time I've put into it has been great. The combat is unique. What really captured me though was the characters. Each pokemon collectible type creature has a character ark. There's a lot to explore, which is a good and a bad thing. The character moves so slow it gets tedious whenever I wanted to back track and look for secrets (which there are a lot of). Ultimately, this is a unique RPG with wholesome characters that kept me coming back. It's not perfect, but deserves more love. I think I got it on sale for like 5 bucks, and can't really recommend it for a full $20. But for my $5, it's a solid 8/10.
Really cute so far. I wish more games embraced the collector/collectathon genre :)
[i]Originally posted on [url=https://www.dragon-quill.net/rainbow-billy-curse-of-the-leviathan/]Dragon Quill.[/url] Comments are enabled there.[/i] This is a cute kids' game of the "experimenting with nonviolent gameplay" genre. It reminds me a lot of both [i]UnderTale[/i] and my own [i]Flawed Crystals[/i]. The overall structure is essentially, "What if when you spared enemies in [i]UnderTale[/i] they joined your party?" A set of recruited enemies are drawn randomly from a deck in each round, and you can summon a certain number per turn. Outside of battle, you can level up your friendship through the standard video game relationship strategy of bribing them with gifts and food. The plot is a standard Saturday-morning-cartoon-esque premise: An evil monster has drained all color from the world because he wants to remove the hero's "rainbow heart" and make everything conform to normalcy. If that sounds like very queer subtext, you may be surprised to learn it is actually queer [i]text[/i]; the protagonist is textually nonbinary, and many of the recruitable characters are gay or nonbinary and explicitly struggle with queerphobia. I'm pleased we have gotten to a point where kids' media can discuss this stuff outright instead of needing to obfuscate everything behind metaphor and allegory. Your goal is therefore to "recolor" the world's inhabitants. This is represented by enemies' health bars being various types of colors, and every ally you summon can "attack" with one type of color to gradually fill it out. However, enemies' colors are initially hidden, and this is where things get interesting. Every round before summoning your creatures, you have to play therapist by talking to the enemy about their psychological problems; favorable responses will reveal some of their hidden colors, while unfavorable responses will give them a free attack. However, I felt this was the weakest part of the game. It is almost always obvious which options are correct (the choices are almost always "be nice" vs. "blatantly antagonize them"), and to make things worse, your slate of options appears to be semi-random with a lot of canned lines that repeat across encounters, making a lot of them feel like non-sequitors. It overall felt more like I was just telling them whatever they wanted to hear rather than genuinely connecting with them. This wasn't helped by even the shallowest platitudes being ludicrously effective; I lost count of the number of times enemies responded to the most basic advice with "No one ever told me that before!" in complete seriousness. (The real fantasy of this game is people listening to your arguments instead of digging in their heels, I guess.) You then drag them to your Therapy Boat (which is literally called Friend-Ship) and force them to be BFFs with everyone else, and if you feel like it you can bribe them with gifts to learn their tragic backstory that explains their neuroses. This writing is all incredibly basic Therapy 101 stuff; every single enemy's story is "I have (textbook psychological issue) because I'm (poor/bullied/insecure/PTSD)," which does get tiring after a while. (I also did have to roll my eyes at how many of their insecurities were solved with, "It's okay, everyone here is a perfect friend who loves you unconditionally!") It doesn't help that there are a [i]ton[/i] of creatures (60), many of whom are extremely similar. I'd have preferred if we had half as many with twice the depth. [i]However[/i], given the game is targeted at kids, I don't think this is necessarily a problem. Everyone has to learn Therapy 101 before they can graduate to 102, and I think the writing works for providing someone's first exposure to these concepts. ...Though I do think this gets a little weird with the sheer breadth of the creatures' ages. While the ones in the starting area are all grade schoolers dealing with kid problems, as the game progresses you will encounter college grads, adults going through midlife crises, and old dudes struggling with ego integrity. I suspect this was done to give the game broader appeal (and several of them were uncomfortably relatable to me), but it makes the narrative framing very confusing. The creatures are all just products of Billy's imagination, so how is this kid so keyed-into adult issues??? And on a performance front, I do have to say that the platforming is very janky. Hitboxes and collision get very wonky if you stray off the beaten path, and I encountered a few weird bugs (though nothing that softlocked me, thankfully). This made it more frustrating to explore for secrets than I would have liked. I also would have liked some way to manipulate your deck, since enemies tend to use the same set of colors in a given area, which can make large swaths of your deck useless. But overall, despite my quibbles, it was a fun and cute game that forwarded good ideas, and I liked that [spoiler]Billy doesn't forgive their dad[/spoiler] in the end, which showed a surprising amount of realism and maturity in an otherwise saccharine "Everyone can be friends!" narrative. I also enjoyed how many gimmicks the battles employed; nearly every battle has some twist based on the enemy's personality, which was a great way of keeping things fresh. My favorite was probably Dippy banning perfect attacks -- that's a really clever twist that forces you to turn your playstyle on its head.
silly funny goofy platformer game with fun and interesting combat!
Mi amigo, con el que juego Rainbow Billy dijo que si publico una reseña sobre el juego y obtiene 200 'Me Gusta' y 30 Premios, me comprará una caja de cerveza y un whisky. Así que dejaré esto aquí
Good early on but the amount of friends with each one being a fight filled with boring minigames just got to be too much, it would be a way better game with combat removed entirely.
On explore de petites îles avec sur chacune d'elle une petite énigme à résoudre pour soit trouver des bonus ou un compagnon, soit faire progresser l'histoire. Le recrutement des compagnons se fait par l'intermédiaire de "combats" non violents. On doit convaincre l'adversaire de nous rejoindre. Pour cela, deux phases: A: une phase de dialogue à la bioware, un mot clef qui devrait normalement résumer ce qui va se dire après mais aux résultats souvent douteux et pas du tout ce que l'on voulait dire. Pour calmer le futur compagnon et connaitre ses couleurs. B: une phase de placement de jetons tirés au hasard et qui feront des "dommages" d'une certaine couleur si l'attaque est validée par un mini jeu. Le jeu vise une audience plutôt jeune (8-14 ans). Les graphismes, l'histoire et les dialogues sont très enfantins et mignons. Pour un jeune publique, tout est relativement cohérent et bien amené, pour un publique plus âgé, comment dire...ça devient assez vite gnangnan Points positifs: -Le monde beau et coloré, très agréable à explorer. Pas vraiment de difficulté à ce niveau mais je n'ai fait que le premier monde. -Les nombreux compagnons rencontrés, relativement diversifiés avec chacun leur problème. Mais, je n'ai plus 8-14 ans depuis un bout de temps, il m'est assez difficile de juger. J'ai trouvé que même s'ils étaient nombreux, on interagis assez peu au final nos protégés, deux dialogues et hop on passe au suivant, mouerf, pas terros par approfondir une relation ou une problématique. -Les mini jeux des combats sont souvent bien réussis et sympathiques. Et je déteste les mini jeux en général. Points négatifs: -Les combats, le reste. Il y a trop de hasard. Plus on a de compagnons, plus le pot dans lequel on va piocher nos jetons devient important. On ne peut pas trier ce qu'on met dans le pot. Chaque jetons permet d'attaquer 1 à 3 couleurs et certaines couleurs sont beaucoup plus rares que d'autres. On peut se retrouver à attendre un tour ou deux, juste à attendre que notre foutue couleur sorte alors que le jeu se complaît à nous imposer cette couleur rare sur les ennemis. C'est chiant et frustrant et injuste, pourquoi, ne pas nous permettre de faire un deck. Farmer des compagnons devient presque un désavantage !?!. - 2ème point noir des combats: les phases de dialogue, pas toujours cohérentes. Entre le mot clef et ce qui se passe après, il y a parfois de très grandes libertés, du grand n'importe quoi avec cette idée dont on n'arrive pas à se détacher " mais c'est pas du tout ce que je voulais dire, il débloque là ou quoi?". J'ai fini la première zone et vaincu le premier boss mais du à ces deux défauts, l'expérience n'a pas été plaisante.Le combat est long (20 minutes) et m'a paru injuste et hasardeux. Plus eu envie de continuer après ça. C'est dommage, car de nombreux combats ont été travaillés avec des événements qui viennent changer la routine. Mais ces événements sortes de nul part, sans être annoncé, laissant un sentiment de "ah, c'est bien fait pour toi et tu pouvais pas le prévoir". Conclusion: Pour un jeune publique, pas un gros pousse rouge. Mais une impression d’absence de contrôle sur ce qui se passe assez maladroite.
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Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
Languages: English, French, German, Spanish - Spain
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