
Rebel Transmute is a challenging 2D action-platformer epic with heart! Explore the twisting caverns of an alien planet, augment your play-style to fit your strengths, battle deadly bosses, and uncover a dark truth as Moon Mikono searches for her long lost mother.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Japanese, Portuguese - Brazil, French, German, Spanish - Spain, Korean, Simplified Chinese, Traditional Chinese, Catalan, Spanish - Latin America
Engagement
Hours played at review time, across 41 reviews with recorded playtime.
Reviews
Themes across 41 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
Wasted potential. The game is very undercooked and reeks of zero playtesting. Just go play Environmental Station Alpha ... it's a far superior game in this style.
Game has its positives and negatives. Visually its a treat and mechanically its fine for the most part... however, the game does not have a solid flow and it's really easy to get lost and not know where to go. Too many mechanics are never explained well which leads to unintentional sequence breaking because it leaves you thinking it's the right path to take. One of the biggest problems is the augments which often times actually create gameplay problems. An example is there is an augment you can get that removes knockback when shooting an enemy. What it doesn't tell you is this also removes your ability to pogo with shots to bounce across enemies, hindering your mobility and making some traversal impossible untill you get a much later upgrade that lets you bounce on enemies. Then there is also an augment that causes defeated enemies, and destroyed objects, to explode. Sounds good but this causes blocks to chain explode and makes certain platforming sections impossible while the augment is installed. One room has a large column of respawning blocks you need to shoot and climb up. However if you have the augment installed it will chain react and destroy them all making it impossible to climb the shafe unless you have, once again, another power up you get much later in the game. These tiny things keep cropping up and it is extremely easy to get yourself softlocked in multiple places in the game. There is a force respawn option but that shouldn't be something you need. You will softlock yourself multiple times in your playthroughs, its going to happen. Going back to what I said, the game is unclear on what is or is not a sequence break. When you get to bomb weapon you quickly learn that it can propell your jump which leads to often sequence breaking where you shouldn't be. The bomb also clings to everything, including these purple plant/symbiote things leading you to think that you need to bomb jump off them. Spoilers, you get a powerup later to bounce off them so the game does a terrible job at reflecting that and instead leads you to believe you need to use the bombs on these plants. The game is fun in general but these minor things prevent it from being one of those games you just don't wanna put down. I find myself frequently putting the game down because it starts feeling like a chore. Its good but greatly flawed and I hope to see a sequel at some point. One last thing, the character is very unlikable. Its the typical "Tough Edgy" character. At one point you find an AI who offers to help you named "Quirk" and the main character is rude for no good reason. In fact they are rude and standoffish for no good reason with a lot of characters and then incredibly nice to others almost like the main character is bipolar. Not a fan with how Moon was written.
I did not find this game hard, but frustrating. Enemies and bosses were pretty easy. Exploring was very frustrating, i was stuck all the time. Everywhere i went was a dead end because i missed some skill. I know it's the point of metroidvania games, but this was most frustrating game of the genre that i have played.
This is a really nice love letter to the genre. Visuals/music/characters/world is all very fun. Unfortunately, there were some issues that became too heavy too quickly. Momentum is awful, you'll have to circle back through previous rooms for messing up jumps, character moves very sluggish even with the movement transmutation active, the movement tech isn't explained well, and isn't utilized frequently enough to feel rewarding. The gun shoots at an arms length, unless you get the new gun, which barely does damage unless you have full health to buff it. This negative review is because i got the wall climb upgrade, and didn't hit a switch on my way down that i didn't see, soft locking me into the area because i didn't save from a further room to respawn to, to get me out of the soft lock, because the only other way through is to descend through some specific blocks with the spin jump, not ascend. hope to see this fixed, but put too many hours in to restart the game just to move on from the area.
[h3]玩起来很闹心的银河城,不推荐[/h3] 底子还不错,就是设计上有大问题,而且是多种因素互相作用放大了设计缺陷。另外BUG也不少,这已经是发售1年后的版本了还是遇上了不少问题。 初见15小时通关, 内容丰富度是完全足够了, 但中期浪费大量时间在来回跑图上 说实话,这游戏玩到中期的时候我就已经想飞掉了,体验十分糟糕,但是到了后期反而又好了点 要玩的朋友建议CE锁血并熟练掌握BUG跳,游戏体验直线上升 (顺便吐槽一下我已经不止一次玩到这种狂堆跳跳乐+血少的银河城,很疑惑现在这些做银河城的人都在想啥啊,银河城是用来堆这种跳跳乐的?) ----------- 作为银河城,很多设计得很不合理,甚至莫名其妙 - 前面还算是经典的银河城设计,从中期开始出现大量跳跳乐设计,还有大量的单格跳台,敌人又多又难缠 - 跳跳乐难吗?基本都不难,但是各种操蛋的因素叠加起来导致玩起来非常烦躁,就那几格血能有几次挑战机会?且不说还有很多杂兵+子弹,碰到伤害地形还会被丢回去重新跑 (这也是为啥开CE锁血后玩起来反而好起来的原因,因为可以无限挑战了)。好多难度不低的跳跳乐最后的奖励居然是钱!没错就是那些没用的钱! - 没有对应的能力却能让你走超远,然后在尽头给你塞两个打不破的障碍,又得绕路走回去(这一来一回又放大了地图设计的恶心) - 解密能力需求套娃:拿到新能力后回去跑图,打开障碍后进去发现还需要其他能力,那何必用这个障碍来堵路呢。 - 开门锁需要打开关,但是有一些却是击杀特定敌人就会开(这谁懂?突然改变规则也完全没有说明) - 直到通关都没有一个能显著改善跑图效率的能力,那个冲刺能力的设计简直蠢到不行,撞到敌人停,受伤也停(看看人家METROID加速器是怎么设计的),很多时候真的不如直接自杀回传送点,真正能愉快跑图的能力结果还是一个BUG----变球弹起后瞬间起跳能跳得非常高 - 不少解密类能力在用法上完全没有说明,比如高跳能力是需要变球踩炸弹实现的,还有像水下的水晶墙是需要一种特殊加速状态才能打破之类的,这点我要不是看社区也完全想不到。而且一些解密能力居然是放在强化里,还都是2pt左右的那种消耗(作者你自己也不看看电池容量才多少?) - 武器伤害很低(即使是升级也是很难快速清理掉敌人,升级代价还相当高),电池容量低导致设计的那么多强化能力全变成鸡肋,那两个血法技能也是完全没P用 另外这又是一个滥用粒子效果的游戏:一些敌人身上跟拉屎一样隔一段就丢一堆粒子效果,受击或死亡也会有粒子效果跳出。但是恶心的地方就在于真正的攻击是会混在这些粒子效果里的,有些颜色和形状还跟这些粒子相似。中后期敌人多起来的时候,到处都是粒子乱飘,己方的一些攻击特效居然跟敌人一模一样(比如羊) 最后我想说:血量少+回复手段少放大了所有问题,试错成本太高,游戏内你大部分时间基本就是顶着6格左右的血,很多血上限是需要通过复杂的跳跳乐或者后期才有办法拿到。虽然可以去刷敌人回针筒,但且不说很多时候道中根本就没得刷,很多敌人难缠得不行反而会掉更多血。再加上中后期存档房间变远之后不论是补给还是跑尸都非常难受,一旦被耗死又要从某个很远的存档房重新开始走。
I don't actually recommend this game but I still encourage the devs. That game is still an achievement and it's far from being bad, but there are some extremely frustrating moments that are just due to what I consider "bad" design, unrelated to difficulty. That's a bunch of criticism but because I enjoyed the game most of the time. This is all the 15% frustration but remember when reading this that it was still 85% pleasure (or pleasure mixed with frustration of me not being good enough). The swim augment that allows to keep momentum is not explained, makes no sens to me so you can't figure it out and is a pain to use. Like wdym I can drop from 8 meters in water falling down then turn back up against the current, moving slower than I was falling, and jump 20 meters in the air ? Some ennemies willingly appear out of nowhere when you get close to their spawn point. Problem is you can't know that they are here before you trigger them, which extremely often leads to them appearing on your face and instantly damaging you. Some bosses are unfair in their design. They have attacks that make them exit the screen from the side, and attacks that make them attack from undearneath you. But sometimes they are barely out of the screen and instantly teleport under you for their next attack that you couldn't predict. Sometimes you have to talk to an NPC several times for it to give you an important item with no dialogue clue that it wasn't the end of the dialogue. There are end-game optional bosses. You talk to them, it starts the fight. You beat them, some you talk to them again once, twice, third time they give you an item and disappear. The others they give you their items automatically and if you talk to them you restart the fight. There is some really frustrating backtracking at some points. You are in room A, you want to parkour up to room B but you fall at the very bottom of room A with no way to get back up. Instead you have to walk 8 other rooms back to the entrance of room A. You hit a safe zone, explore 10 new rooms in a new area, you're low life, you enter a random room which is in fact the boss room from which you can't escape once you enter because it guards the augments that allows that backtracing. You die and have to redo all those rooms to find out that the safe zone was really close but in that specific room there was no clue where it was. You have to reach 3 critical points in the game. Before actually completing the third one you have to reach a 4th one. I don't remember the game telling me at any point that I HAD to do the 4th before the third. So I cleared the entire area for the 3rd only to be greeted with a "it's locked" or "can't do anything here". A heavi sigh later I clear the 4th one because I had pretty much nothing left on the map, then got back to the 3rd one that suddenly was interractible with no explanation of how it's related to the 4th one I just did. On a side note I got all the 14 echoes, double checked twice with a guide, but did not receive the last health uppgrade Often had a big white square on the far east of my map covering the bottom right of a (maybe the right-most discovered) room The swim dash can phase through angled pipes Gathered all the brain imprints, talking to the imprint NPC then crashed the game (but just once)
[h1]向日葵游戏评分【7/10】[/h1] 《Rebel Transmute》是一款银河城游戏,地图确实是银河城,但战斗系统十分憋屈,只推荐给喜欢跑地图的玩家。 [h3]欢迎大家关注我们的鉴赏家:https://store.steampowered.com/curator/28763059[/h3] [h3]和你一起寻找好玩的游戏,快来关注我们吧~微信公众号“向日葵游戏”、官方微博“向日葵游戏评测”[/h3]
A rather infuriating metroidvania that makes the cardinal sin of punishing your attempt to explore the world by putting environmental hazards front and center. While the first biome of the game feels like a relaxed walk in the park, once you leave that sector, the difficulty ramps up, and at the same time, the game opens up like crazy. What makes the first half of the game so easy to bounce off is this mix of openness and trial-and-error design. Where in most metroidvania you often have a very clear idea of where to use a new ability to progress further, Rebel Transmute is rather opaque in its design. Here, when you get a new ability, you often have zero idea how it helps you to progress at all. The way the world opens up in all directions is both a strength and a weakness of the game. There’s lots to explore, but that exploration feels rarely planned and more like you checking out every corner of the world, often multiple times, in the hope that you find a way to advance to another screen. A lot of that is jumping into hazards, making complex acrobatics in the hopes that this is what the game intends you to do, and not just you disabusing the various abilities you have to sequence break. The critical path seems to crisscross between different sectors all the time with a lot of backtracking, and while that is what makes metroidvania arguably great, it feels way overdone here. A lot of the initial frustration is because the simple act of traversing the game world is rather painful due to how limited your movement abilities are. Every tiny mistake gets punished, either taking your money equivalent away or some of your hitpoints. Later in the game, these are trivial things; halfway into the game, you will accumulate more blood crystals than you ever need, and buying back lost HP spheres is equally cheap. But in the beginning, it feels like the game is stacking punishment upon punishment, and your progress is almost nil. If you stick it out, you eventually gain enough abilities and upgrades to make short work of most enemies or avoid most hazards, but getting there requires a bit of patience and grit. One of the biggest flaws in the game is that some of the mechanics never get explained, for example you can pogo jump from your own bombs to reach greater heights, which is very useful early on if you accidentally figure it out. A bigger issue is the super swim jump effect, where if you fall from great heights into water, change to something else, and can make a turn to jump out of the water to greater heights. It’s essential for at least one of the timed puzzles, and because the game never explains it, I basically run around clueless at the 80% mark of the game, unable to progress because the game didn’t feel like it needed to explain that mechanic. That’s terrible game design front and center, and I was quite mad for like a day when I found that out. Though eventually I got back to playing it to finish the rest. As a reward for not giving up, you get a rather large Metroid-like with countless secrets, a story that only gets really interesting in the last 20% of the game, nice retro pixel art, gameplay mechanics reminiscent of Hollow Knight (charm system, soulslike punishment upon death), and solid boss fights. There were times when I was cursing the game for being so annoying, but at the same time, I couldn’t stop playing, and when I eventually laid the game to rest, I had done everything there was to do here, found every upgrade, and visited every room. One big positive is that the game offers accessibility options that help out if you feel stumped from time to time. I had to dial down movement speed when fighting Cerebellum and for two of the three button puzzles because I really, really hate timed puzzles. Would I recommend the game? Really depends on your willingness to embrace punishment. There are better metroidvania out there, even better examples of Metroid-likes similar to what Rebel Transmute is going for. But it has a certain addictive quality, and there’s a lot of game to play through. I’m satisfied to have pushed through to the end, but I’m not sure that’s a good enough reason for everyone to play it.
Very fun Metroidvania, leaning a lot more towards the Metroid side of things. Admittedly, the story was a little lackluster but I felt the level design, movement tech, quality boss fights, and overall character of the game made up for it. Definitely worth a look if you're itching for a new Metroidvania!
[h1]Hollow Knight at home, but...[/h1] With a whole host of wild movement tech and some of my favorite secret hiding in an MV I've played recently, this is just an absolute blast for people who are fans of the more metroid-y side of Metroidvanias. Throughout the game, you'll encounter lots of stuff ripped... honestly pretty much entirely from Hollow Knight (and other games in the genre), but with a handful of fresh things mixed in and, again, fantastic map design, this isn't one to skip if you're an MV fan!
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