
RITE is a high-speed, precision platformer where you must conquer a series of challenging trials, a rite of passage for every Nim.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English
Engagement
Reviews
Themes across 41 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Underrated
1画面に収まったステージをクリアして進めて行くアクションゲームです。 操作感は良いが、言い換えるとキャラの動きが速すぎるとも言えます。 自分の操作に問題なかったかを確認できる前に次の動きを入力し始めなければならず、 後半に行くほどステージの癖を見抜き、そして自分の体に覚え込ませる必要があります。 各面ごとに求められる動き方は様々で、似ているようでも異なる味付けを感じる事ができます。 むしろこのオブジェクトの種類数でここまで複数の難易度・テクニックのステージを用意できるものだと感動しました。 まだクリアまで半ばなのですが、同じ面を30分も続けていると気付いた時、私はもう手遅れなのだと思いました。
this cute platformer lured me in with cute pixel art and a low price tag. unfortunately, platformers live and die by two things: the controls and the level design. while it isn't evident in the first hour or so of play, the character in this game is extremely twitchy. it doesn't feel so bad when all you have are wide open hallways and minimal hazards, and the first 2-3 worlds feel good to move around in. this all changes in world 4. the increasing difficulty of the levels tends not to highlight the strengths of the precision allowed in the system, but rather how inconsistent and volatile the character can feel due to the very high gravity in particular. eventually i got to a level that required a precise height of jump (i believe called minefield or smth) and it really felt like rolling the slot machine rather than actual timing with how strict it was. many levels also feature repetitive design, where you need to make the same hard jump several times in a row, and it makes the game feel flat and monotonous. more like a series of challenges to practice, like practicing guitar chords. i like difficulty in a platformer, i have p ranked pizza tower with both characters, and beaten celeste to farewell in about 3 hours (ik not that impressive but pls). this game is simply not that interesting. it's too hard to be cozy, and too tedious to be difficult in the manner i enjoy. maybe if it was like 2 dollars i would recommend this and say stop after world 3.
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Modeled estimate over time, reconstructed from Steam's monthly review histogram.
Hours played at review time, across 41 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
空中ダッシュや二段ジャンプなどがなく、ステージが1画面で完結するプラットフォーマー。 シンプルな分自分の技量を真っ向から問われる骨太構成。 筆者は4面までコイン全収集時点で1000回程度死んでいたが1回1回がサクサクプレイできるのでそれほど苦行感はない。 セレステよりシンプル操作のものがやりたければおすすめ。 追記 全実績達成時点で4000回程度の死亡数だった。 とはいえ難易度設定が絶妙で、ぎりぎりできなくもなさそうな技を要求してくるのでやりがいがあった。
各ステージの構成がはっきりしていて、同じ操作を繰り返し要求してくる。構成としてはN++とかが近い。 移動の他はジャンプしか無いので、このゲームの難しさはジャンプボタンのリリースタイミングに集約されている。 問題点としては、難易度曲線が歪な点と挙動が過敏で、ジャンプの高さ調整が激烈に難しい所。 前半は単調だが、Level60のControl Roomでこのゲームの本質が実感できると思う。 最終エリア開放には全コインの回収が必要だが、即死ギミックや出口の近くに取り敢えず撒かれており 難しいは難しいが、操作性の悪さが足を引っ張り、苦痛になってくる。 第四エリアで一旦終わりのようなので、収集要素はあくまでエクストラとして挑戦する気持ちのほうがいい。
Great game, the art, music and most of the levels were really fun. Jogo bom, a arte, música e a maior parte dos níveis foi increvelmente divertidos.
ta piola. hace renegar
[h1] 过于简单! 建议: 1.把所有静态障碍物改为动态; 2.提高所有动态障碍物的速度20%; 3.增加障碍物的体积10-15%。 [/h1]
For the price it's a fun little game, great bitesized precision platformer that holds its inspirations on it's sleeve.
👍
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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