
Traverse through a fantastical island and utilize the local fauna to destroy obstacles. In this 2D platform, the player controls a character that has crash landed on a tropical island. Complete puzzles utilizing the creatures' unique abilities in order to fix their ship and return to the Skyway!
Revenue comes from in-game items and microtransactions, which our price-based model doesn't estimate. Copies below reflect the player base, not paid sales.
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Languages: English
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Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
just another half-assed student project by some should-be dropouts. as janky as it looks on the store page, and not in a good way. buggy as hell too. shame, because it's an interesting idea to use creatures to solve puzzles, except they all die once they remove some branches and whatnot, not exactly sending a good message. the only settings are separate volumes and windowed mode, the only controls are a/d to walk, space to jump, mouse to grab and throw. nothing's rebindable, arrows don't work, so non-qwerty people are ♥♥♥♥♥♥, movement is really slow, performance is subpar. and with the character having wings, it'd make more sense to hold space to fly instead of really clunky double-jumps that don't work half the time. dying means getting put back to the last checkpoint and if you were holding an animal, it's now back where you first found it for added frustration. and there's no saving, checkpoints are only for the current session, gotta do everything in one go. esc brings up the pause menu but doesn't close it, then the camera starts off at one of the previous checkpoints until it pans to the player, wherever it is. and again, if you had an animal in your hands before, it's now dropped at your feet. what the ♥♥♥♥? once it was seemingly gone but appeared again after I jumped. this is at least the third game I recall that has a ♥♥♥♥♥♥♥ pause penalty, though in one of the others it was a 'feature' that got patched out years later. achievements are also broken, I got the ones for throwing a creature 10 and 50 times after doing it maybe 3 times. even if dropping caused by bringing up the pause menu (even typing it out it sounds insane), it wasn't 10 and nowhere near 50. and apparently there are chase/escape sequences every puzzle platformer has to have for some reason, but I didn't get that far in this mess. another annoyance was the character itself constantly bugging out, like it was having a fit, while standing still. good stuff, well done, now get the ♥♥♥♥ out of gamedev if you haven't already. alternatively, skim this here guide I put together a while ago: https://steamcommunity.com/sharedfiles/filedetails/?id=3329695276
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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
Awkward controls, but it is free. It would make more sense if it were controller friendly.
Мужики, спасайте, если наберём 10 лайков и 5 наград, то жена подарит ящик пива
Peaceful music, easy controls, and simple gameplay. The framerate was terrible though. The boss was super hard in my opinion.
모션이 너무 느림 그래서 점프할 때 마다 답답함 그래도 무료에 업적도 있으니 추천
Çok kısa ücretsiz bir platform oyunu. Eh işte hani sonuçta ücretsiz girer oynarsın 10 dk falan sürer. Oynanır mı? Belki...
☀️
This is a short, but sweet, little platformer from DigiPen. It's about a 15 minute game with some easy achievements... all for free!
I was getting worried I wouldn't be able to complete this one after I encountered my first void box, wherein most or all of the graphics were completely absent, leaving me to guess about the terrain. Luckily a restart allowed me to reach far enough to learn about throwing, for which Chad was also invisible. The combination of these two bugs created an unexpectedly delightful opacity to what would otherwise be very easy. Bruno the dragon, as well as the main character to a lesser extent, has a tasteful incorporation of visual design for the robotic kinematics somewhat inherent to Spine animations. The game is more or less split between its two mazer levels for Mind and Nerve motivation. In the first, the aforementioned difficulties in navigating the terrain provide a pace of acclimation for the movement speed, although I'd still say that Ezra accelerates just a touch too slowly. In the second, "crittervania" is all gone to make room for the big boss lizard, who offers quite a captivating chase. Games that take "mazer" mechanics to a truly intricate level, i.e. "metroidvanias," are an interesting challenge for making as small as possible, which in this case boiled down to an accidental opacity, but could be channeled into an intention for maximal density and difficulty similarly to Rain World or the most difficult puzzles of Animal Well and Fez. Since the core aspect centers around chucking animals, the next logical step in design is twirling Bruno around like it's Mario 64. Return to the Skyway gets a B for Bug Plucking Rock-onnaissance.
Relaksująca i łatwa platformówka. Brak walki, ale mając palce Pinokia można zginąć. Prawdopodobnie w niecałe pół godziny zdobędziesz 100% trofeów, o niskiej wartości punktowej. Polecam początkującym i dzieciom.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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