Story: Red receives the invitation card from her grandmother and decides to visit her, but there is all over the monsters on her way. Those monsters try to stop and take her away, so she needs to use her personality to get out of the danger. The story background is in the deep forest.
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Languages: English, Spanish - Spain, Traditional Chinese
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Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
un juego con una hermosa historia y lindos personajes
[quote]Just saying, but I do have a curator page. If you like my remarks about games, you can find more of them here: https://store.steampowered.com/curator/44130985-TDP%27s-Gaming-Escapades [/quote] A few years ago, it was unclear whether Red Dead Redemption 2 would come to PC, and people were making tons of memes about it. One of these memes had someone sharing their wishlist, containing three games in it: "RED", "Dead" and "Redemption", jokingly claiming the game is already on Steam. I checked those game at the time, and only found RED to be the highlight. So I added the game to my library and then forgot about it... until now... [h2]Can we have more of this please?[/h2] RED is a new take on the story of Red Riding Hood, changing almost everything compared to the original story. While it still follows the main plot of Red Riding Hood trying to visit her grandmother and the main character referring to herself as "Red" at the end of the game, everything else has changed. The origins of the characters are different, the setting is different, the story is different, the villain is different... and to be honest, I love to see what we have here getting reused or expanded upon. The version of Red Riding Hood we have here is actually a very interesting one, being a cursed individual with three separate personalities, each with different looks, characteristics, mannerism and weapons of their own. It's the most altered and the most creative take on the character compared to nearly everything we've seen so far. And the backstory of the character is written well enough to explain that and make for a kinda emotional true ending. Therefore, I believe there's an insane amount of potential in this game. I love to see more of this world and having the split personalities of the main character getting more fleshed out. Because the game surely cannot do that in the span of 10 minutes. [h2]The game was made as a university project with care put into it, and it shows[/h2] This game was made by three university students and it really shows, despite the game being competent as a whole. There are some aspects of the game that are really well-done, namely the character designs, art and animations. The English translation, while not perfect, is leagues ahead of other Chinese games on the market. But some other aspects of the game are raw enough to make Gordon Ramsay yell in anger. Some of them arising from the game being a small project. For starters, the pacing is way too fast. The story makes it feel like a lot of stuff is going to happen and the main character is starting a long quest, but everything wraps up in 10-15 minutes. Some of the story events do not make a lot of sense, as is the case with what happens before the first boss fight. The enemy designs don't fit well with the story setting and clash pretty hard with the final boss' design, as they are more on the cute side rather than being intimidating monsters. There are some gameplay issues as well. The game is ultimately a grounded button masher despite the devs taking time to design aerial moves. The second playable character's special attack has an incredibly long start animation, which leaves her completely exposed to enemy attacks. The dodging system seems pretty clunky for a gameplay like this, which becomes more evident in the final boss. There's no way to get out of a juggle in the challenge mode or the higher difficulties, as the bosses get super BS and spam specials over and over again, keeping you in a combo for a while. Now I'm not mentioning these issues to say the game is bad. It's actually a fine game with a lot of apparent passion and care put into making it. I'm just making my point across that there are stuff that could have been better, but with the game being free and the developers being newbies in terms of game dev, I really cannot find them at fault. Especially since some of the problems arise because of the limitations of the engine this game is made with. [h2]Oh, it's made in RPG Maker XP......... WHAT?![/h2] This 2016 game is made in RPG Maker XP; An engine from 2005 that primarily allows anyone, even those with no programming knowledge, to create top-down RPG games with turn-based combat. And while it is pretty common to heavily alter how it behaves and create games it normally doesn't support, the engine is not optimised enough to be able to handle complex stuff like powering the combo system for a fast-paced action game. So the combat appearing clunky is most likely due to this fact. And that is without mentioning the technical limitations of the engine. The resolution the game runs in is super small, as RPG Maker XP runs at a maximum resolution of 640x480, with every script hard-coded to these values. There's also the issue of subpar controller support, with many controller models not getting recognized by the game. [h2]TL;DR[/h2] Despite being an incredibly short & small university project with some issues, it's ultimately a competently-made product, with huge amounts of potential to be expanded upon and make for a bigger game.
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Hours played at review time, across 40 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
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☀️
it's basically little red riding hood except my grandmother killed my parents and I have severe dissociative identity disorder 8/10.
este ha sido el juego que mas me enamoro en su historia y hasta ahora me pregunto como es que es tan increible
RED, developed by storyk21674, STILILA, and 貓蛋 and published by Lemon Balm and RMAsia, is a small-scale indie action game that feels very much like a snapshot of early creative ambition. Built using RPG Maker and rooted in a student project background, it takes the familiar framework of Little Red Riding Hood and reshapes it into a short, combat-focused side-scrolling experience. While its scope is undeniably limited, there’s a sincerity in its design that makes it more than just a throwaway curiosity, especially for players who appreciate grassroots indie efforts. The premise is stripped down to essentials: Red receives a message from her grandmother and sets out into a dangerous forest filled with hostile creatures. The story doesn’t attempt to reinvent narrative conventions or deliver layered storytelling; instead, it functions as a simple backdrop to justify the action. That said, the darker tone and reinterpretation of a well-known fairy tale give the game a slightly eerie charm. It doesn’t linger long enough to explore its themes in depth, but it establishes a mood that complements the gameplay effectively, even if it ultimately leaves you wishing there was more narrative substance to uncover. Where the game puts most of its energy is in its combat. Presented as a 2D side-scroller, RED revolves around moving through linear stages and cutting down enemies with straightforward melee attacks. The controls are responsive and easy to grasp, which suits the game’s short runtime, and there’s a certain satisfaction in chaining attacks and clearing out waves of foes. However, the simplicity that makes it accessible also limits its longevity. Enemy types are few, patterns are predictable, and the mechanics don’t evolve significantly as you progress. Despite this, the pacing is tight enough that the repetition never becomes overly tedious, largely because the game concludes before its systems have time to wear thin. Visually, the game leans into a modest pixel-art style that reflects both its RPG Maker roots and its indie origins. Character sprites are clean and expressive, particularly the protagonist, whose anime-inspired design helps anchor the game’s identity. Environments are functional rather than detailed, but they manage to convey a consistent forest atmosphere that fits the tone. The audio design follows a similar trajectory—serviceable and occasionally atmospheric, though not especially memorable. Together, the visuals and sound create a cohesive presentation that, while not technically impressive, feels thoughtfully assembled within its constraints. One of the defining characteristics of RED is its brevity. A single playthrough can be completed in roughly twenty minutes, making it more akin to a playable vignette than a full-fledged game. This short length can be a double-edged sword. On one hand, it leaves players wanting more, particularly when the game hints at ideas that could have been expanded into deeper mechanics or narrative beats. On the other, it ensures that the experience remains focused and digestible, never overstaying its welcome. The inclusion of multiple endings adds a small incentive to replay, though it doesn’t drastically change the overall scope. What stands out most is the sense of untapped potential running through the entire experience. The developers demonstrate a solid grasp of basic game design principles, from responsive controls to coherent level progression, but the game feels like an early step rather than a finished destination. There are glimpses of creativity in its reinterpretation of a classic tale and in the structure of its combat, suggesting that with more time, resources, and refinement, the team could produce something far more substantial. At the same time, it’s important to acknowledge the game’s limitations. The lack of depth in both gameplay and storytelling, combined with its short duration, may leave some players underwhelmed. It doesn’t offer the complexity or polish found in more developed indie titles, and its systems are too simple to sustain long-term engagement. Yet, these shortcomings are tempered by the fact that the game is free and clearly positioned as a smaller experimental project rather than a major release. In the end, RED succeeds as a concise and earnest indie experience that showcases the early efforts of its creators. It’s not a game that will linger long in terms of content, but it leaves an impression through its straightforward design and hints of greater ambition. For those willing to approach it on its own terms—as a brief, action-oriented interpretation of a familiar story—it provides a worthwhile, if fleeting, experience. Rating: 7/10
lovely game in a chaos world
Имбо
"RED" is a student project from somewhere in China. One of the first things students should be taught in game development is that 3D graphics became mainstream in the mid 1990's with dedicated 3D cards like the Voodoo3 and the ATI Rage. But the students were deliberately mistaught that's it's okay to release obsolete 2D games in the 3D era of gaming... certainly any professional developer seeing a prospective new hire who doesn't even know about 3D gaming probably isn't going to give them a job. Needless to say if an educational institution taught me incorrectly on purpose, I'd ask for my money back. Anyway, the students made a really, really poor quality 2D side scrolling platformer/brawler with a very, very distorted intepretation of the "Little Red Riding Hood" fairy tale, where you take on the role of "Red" and go hack up some monsters on the way to visit your grandmother. The quality here is incredibly low... the students don't seem to even understand why making a game with RPG Maker and publishing it is acceptable (well, this is made with RPG Maker and Adobe Flash... yeah, that's even worse, I'm surprised they couldn't shove in a GameGuru FPS Creator asset flip segment in too, for the unholy trinity of "never do this" in game development). We also have to question what value there is for gamers on Steam when institutions flood the store with low quality 2D video game homework assignments... sure, it might make the students feel good about themselves, but this has no benefit for gamers who have to wade through this stuff to find professionally made 3D games. This game is fairly dated at 8 years old... and even back then it looked old and busted compared to contemporary, professionally made 3D games of the same period. It looked bad then, it looks worse now. Now on to pricing and value for gamers. It would be unethical for students to try charge money for their homework assignments, so you don't have to pay any money for this. But you'd still have to spend your time downloading this, and "time is money", as they say. There's the other problem, too... as a student project, this wasn't made for gamers. There's no requirement for them to polish and balance the game properly, all they need is something to show the faculty so they can get their grade and move on. Let's once more ask... why is that good for gamers? It's obviously not delivering a solid product. Yet here it is, on the store page, and here you are, reading my review for a student demo that's going to waste your time. While genuine amateur developers who made real products get ignored because they have to compete with this stuff. In some ways, this deluge of student projects on Steam is harmful to everyone. In terms of public reception, this failed. There's over 130 million unique gamers visiting Steam every month. SteamDB showed the game peaked at [b]only 13 concurrent players[/b]... this is a dismal public reception. This was so bad they couldn't even give it away. Since this is more of a student tech demo than a full, genuinely made game for gamers, and offers no Steam features, like a +1 to your game count, I can't recommend downloading this over a full, professionally made game, of which there are thousands here on Steam.
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