
RUN: The World In-Between is a new “Die and Retry” platformer game with a procedurally-generated path. Be fast, jump, and run to unlock new content.
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About
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, French, Italian, Spanish - Spain, Japanese, Simplified Chinese, Dutch, Turkish, German, Portuguese - Brazil, Russian
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
I have an overall positive impression of this game and think it's fun, but still have some issues both subjective and objective. I loved the music. It matched the vibe perfectly and was honestly something I would bump while working if I downloaded the soundtrack. A great mix to speedrun levels to! I love the graphics. Not too complicated so your computer never slows down or gets lag spiked while playing it without compromising creativity or looks in general. It's nice to look at for sure. I like the gameplay (to a point). Speedrunning and parkour are two genres that I absolutely love and this game combines them. The controls make sense and the fact that you can adjust the pace to how you like is a great addition. If I were a better player, I would definitely have played this game over and over and over again. But I'm not that great at the game, whether that be a skill issue or the game itself. This game was fun for about 45 minutes and then levels started getting wayyyy too difficult. The difficulty ramped up too fast between one completed run and the next. And since the runs are procedurally generated (which was fun when the runs weren't too hard), you can't always just practice the same trouble spot over and over until you finally get it. So, it started taking me thirty minutes just to complete one run without dying. If you are not willing to die over and over and over (and I'm talking >150 deaths just for one level), then you might just want to buy this game while it's on sale. It's very frustrating and honestly a turn off. If the game ramped up the difficulty at a more constant pace or allowed us to repeatedly do trouble spots, then I would still go at it. It's a fun concept and initially a really fun game! TLDR: Overall, I would recommend it to anyone interested in fast-paced games and/or parkour games with cool music, but will warn them that it gets very difficult too early in the game and should be approached with a lot of patience.
本編クリア済レビューです! 前提として私は購入目的が 「Celesteのアクション体験を味わいたい」 だったため、その点で言えば未達成です! なので、未プレイの方は是非Celesteから遊んで下さい。 このゲームについてはジャンプ(壁蹴り)と横ダッシュのみの 正統派なアクションプラットフォーマーです。 壁にはへばりつくように張り付き、壁に触れるとダッシュが回復!?します。 クリアすると最初の地点に戻り、同じ道を無限に繰り返すのですが 新しいギミック、構造がランダムで追加されていくレベルデザインです。 アイテムを拾うと背景のロケーションが追加されます。 このゲーム体験を誰かに共有したり、おすすめできないので 作者様への敬意を込めて高評価を押しますが はい/いいえ が押せない中間です。
Ce jeu est génial ! Un die and retry dans lequel j'ai ressenti très peu de frustration. Le jeu pousse à aller toujours plus loin, à apprendre de nos erreurs et de nos réflexes (dont les mauvais ne s'effacent pas toujours ^^"). A chaque réussite, ce sont des petites victoires vraiment appréciables. La récupération de souvenirs aide à plus de défi et c'est cool. En somme un super jeu que je recommande +++ !
[h1]A Small but really unique platformer[/h1] [h2]Gameplay[/h2] RUN: the world in-between (wich i'm just gonna call RUN from now on) is a pretty standard platformer, the movement feels really good, jumping and dashing around the different levels is really fun in and of itself. The thing that makes run stand out though is it's level structure. Basically the levels are "procedurally generated", that means that every time you die you'll have to go through a different level wich is basically just pieces of levels thrown together. This makes the game pretty hard, every time you complete a level you unlock new level pieces that are harder and harder, but you can't just learn the level to finish it because it changes every time. And while I personally really liked that about the game, I think a lot of people wouldn't like that very much. The game's main mechanic is basically the Super Mario 3D Land cosmic clone / Celeste chapter 2 badeline ghost, basically you're always followed by something that mimics your movement and tries to kill you forceing you to go fast (you can disable it in the option if that makes the game too stressfull though wich is always nice to have). [h2]Presentation and Aesthetics[/h2] I really like RUN's pixel art, the animation of the character are very fluid and the backgrounds are really beautiful. The music is also really good. [h1]Conclusion[/h1] RUN is a really challenging but fun platformer. The game forces you to get better at the game overall and not learn a single level through the procedurally generated levels. THe movement feels slick and it's honestly a great deal for a pretty low price. Just keep in mind that the game can be frustrating because of that procedural generation to some people.
After completing Nightmare Mode, I felt it was only fitting to post a review. It's a fast-paced platformer with fun obstacles, a simple yet beautiful art style, and a great soundtrack. You will have a pretty enjoyable time if you plan on finishing only on the lower difficulties. Unfortunately, the game's flaws become more apparent in the later stages. Imagine the final screen of Celeste's C Side, but with the Farewell difficulty and procedural generation. This makes learning the obstacles one of the most frustrating platformer experiences I have had. The game could easily resolve this issue by adding a seeded speedrun mode once the difficulty is unlocked. Instead, the game requires you to beat that difficulty to unlock the practice/quality-of-life feature. This ruins the casual playthrough experience for a more casual audience. As someone else put it, Celeste is a challenging game that wants you to overcome it. This game is the complete opposite: it prides itself on being difficult by making the learning process longer and harder than necessary.
arte muy bueno musica muy buena y la historia esta buena pero el juego se basa en reciclar todos sus niveles una y otra vez es bastante aburrido yo creo que trataron de hacer algo pero les quedo grande la verdad parece mas una beta por lo incompleto que se siente
Bonjour je suis un grand fan de platformer et ce jeu et l'un des plus durs que j'ai eu dans ma main un destin assez déstabilisant de savoir que on ne sait rien et connais assez paumé sur les objectifs je vous conseille de faire ce jeu en une traite une pause c'est fatal message un très bon jeu qui est clairement sous-coté
C'est vraiment le jeu par excellence où vous allez mourir en boucle et recommencer des niveaux sans cesse... Et vous allez aimer ça!
Let me be clear, if there was a neutral score review option, I'd pick that instead. Also, I only played through the main campaign as of this review, so if there's something in the other modes that fixes all these problems, shame on me. Let me give some context: I LOVE me some platformers. I even 100%'d Super Meat Boy in middle school cause I'm a psycho. I can definitely feel the Meat Boy, Celeste and even Scourge Bringer influence in this. The controls are mostly great, though there are some oddities like slipping off of a walljump when it seems like you hit it just right, or how it sometimes feels like walljumps are inconsistent in their arc. But honestly, overall the controls are above average. I ALSO love my roguelikes. Isaac, Dead Cells, Slay the Spire, Risk of Rain, Balatro, you name it, I've probably played it. I clearly am not opposed to games relying on repeating content to a degree as long as it's done well and provides variety. Those things are not the problem. RUN is supposed to be a procedurally generated platformer, but what does that actually mean for the gameplay of RUN itself? Imagine if Super Meat Boy only had like 6 or 7 levels per world for 7 worlds, each level takes 10 seconds or less to clear, and you have to beat a random assortment of levels of the world you're in, and even some of the previous worlds levels. And you have to beat the whole group without dying to make a fraction of progress toward moving on to the next world. Essentially meaning you're going to be seeing the exact same platforming challenges over and over and over and over again, regardless of how many times you flawlessly completed them, and if you make a mistake, that entire group of patterns is forfeit and you gotta try an entire other random group of the same level patterns. In a precision platformer, a form of platformer reliant on dying multiple times to a challenge until you finally do it juuuust right. I hope this is ringing some alarm bells in your head. It took me a mere hour to beat the campaign, and even then it felt like one of the most padded campaigns I ever played. If it was just a string of levels that once you've beaten one, you've beaten it for good, I honestly think I would have beaten it in 10 min or so, and I would have had much nicer things to say frankly. I think there are multiple difficulties after normal, and MAYBE they provide more level variety, but honestly I was dreading the idea of continuing to do what I had been already doing for an hour even if it provided more difficulty, which is something I generally like. I just had enough. Look, the people behind this are clearly capable of making a good platformer, but it feels like a tiny tiny tiny tiny TINY game desperately trying to make itself look like its at LEAST a "short" game, to the detriment of its own fun and pacing. I genuinely would have gone on to the other modes to look for more content and ways to play if I wasn't absolutely worn out on just how repetitive the campaign was. I NEVER wanted to see those platforming levels again. I think this game is proof that these guys are capable of making great things, but MAN does the execution of this game's concept not work whatsoever. For me, anyhow. Lots of people seem to like it despite all this, so make of that what you will.
Jeu fait pour le speedrun. Très fun, très prenant avec une bonne BO
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Momentum
Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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