
In this side-scrolling action game, you play as Scarygirl – a girl who has been adopted by a giant intelligent octopus and is trying to figure out who the man haunting her dreams is. Traverse unique, extremely vibrant, colorful, and magical worlds in a seamless mix of 2D and 3D platforming action.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, French, German, Italian, Spanish - Spain
Engagement
Hours played at review time, across 40 reviews with recorded playtime.
Reviews
Хочется не запариваться, а покрыть весь проект под одну фразу "повсюду недожали". История встречает скучным бесконечным роликом. Потерял суть - а с ним и цель героини - на второй половине сцены. Боёвка вроде подаёт надежды, но скатывается в примитив с ароматом неуклюжести героини. Про графику и антураж вообще молчу. Картинка не особо приятная, да и яркие враги с мрачной девочкой в мрачном мире как-то не вяжутся. Словно ассетов накупили. К тому же ещё и разрешение с FPS низкие сами по себе. Не понравилось.
Nice game, good graphics. Disclosure: played with C.E.
So my PS3 stopped working a while ago and one of the games I had was this little indie game that was published by Sqaure Enix. I remember it was good but thought the flash game of it was better(Which I don’t think you can play anymore) and I even gotten the graphic novel of it cause I liked the art of it. Too bad the story just stops after the city and doesn’t conclude the whole mystery man thing. Wanting to play it again, I got it on Steam so lets see if it’s good? Story: One night, a garbage truck dumps a little girl on a peninsula where she is founded and adopted by an Octopus named Blister who finds her clothes, builds her a house and names her Scarygirl. Lately she starts having dreams of a strange man and finds a Guru Bunny under her house who tells her the answers are in a place called Bad City. And that’s all the plot from the book we’re getting as the actual plot of this game is that the forest is dying and Scarygirl looks for the Tree of Knowledge for answers. If you never “read” the book, you probably won’t mind the story that’s presented here. But if you have, then some story bits may leave you confused or annoyed . First is that we have to help Tree of Knowledge or the forest would die. Problem is that in the book he was a villain who was going eat Scarygirl before Blister kills him. The second was the placement of the sewer level cause in the book, she meets a giant in the sewer who gives her a helmet to breath underwater. We don’t get this helmet until after the ocean level which makes no sense for both story and gameplay. Don’t see why we could just go through the gate to the city normally and do Bad City first and save the sewers for later. And finally, that mystery man in her dreams is never properly explained. We meet the guy at the end of the game, but the reason he appears in Scarygirl’s dream doesn’t come up. Instead we have to make a deal with him which leads to a different ending and a toy being unlocked in the shop. And since there are three endings, you need to do the last level three times to buy the last few extra toys. I think it would’ve been better if they just stuck to finding out who the mystery man was cause that was the interesting plot hook. Not finding out why the tress are dying. Also there was a pair of DLC levels on consoles about Scarygirl getting possessed by a ghost but they weren’t on Steam. Gameplay: Ever played Earthworm Jim? The basic controls are similar to that game with using your tentacle arm to swing with hooks and hover to slow down your descent. That’s where the similarities end as instead of shooting things, it’s a 2D beat-em up with combos, block and maybe counter if timed well, a grab for stunned enemies and even a rage mode that can kill almost everything in a few seconds. There’s even a few swimming sections and they aren’t too bad either. Combat is simple enough for the most part with some simple combos and enemies that have a gimmick or two like giving you poison or flying around. Sure you are forced into combat a few spaces but it only gets annoying later when enemies with more health start showing up, but sometimes you can just use your rage mode to clean everything up. Until we get to Guards. These are one of the worst, most annoying enemies I have ever faced and they are almost everywhere in the second half of the game. These blue jerks have long swords, spears, etc, have lots of health and can block you. In fact they are the only enemies that block your attack in the entire game. And if you think you could just hover over them and attack them from behind, they’ll hit you in the air so that’s out. If this was to encourage me to engage in the combat more, it failed as I was never thought how to guard break and I just spammed the combo that summons a bunch of tentacles from the ground since it has some reach. Levels are the simple get to the end variety, though it since there’s no exit sign or anything, some level might feel like they just end. There some bull-crap in some levels like not having the air helmet for the underwater level or the instant death traffic in the city, but those are few mainly towards the end of the game and very early in those levels. To help, you find gems in every level that you can use in shops to buy new moves, hooks with their own buffs like longer glides or slower attacks for more damage, and little figures to display in the tree-house. Though you might want to hold off getting the figures until after beating the game as playing normally, you’ll barely have enough to buy all the moves or even all the hooks. Though if I can address a nitpick I have, it’s the odd pacing of the bosses as well as the final boss itself. Now for the first two worlds, it seems fine. Got three levels per world and a boss at the end. Then we do world 3 and there’s no boss. World 4 is normal but World 5 has it’s boss on level 2(which is followed by my least favorite level since it’s nothing but forced combat in a small space with some of the more annoying enemies), world 6 is another world with no boss then in the final world, the second level is just a boss fight while the final level has a half-assed boss rush since it’s just the 1 and 5 bosses as well as the most boring boss fight in the game. Not with the guy who appears in Scarygirl’s dreams, who the level is named after and is shown riding a sort of mech suit in one level. But a random enemy spawning machine that doesn’t even look that good. So no final battle against the main villain. Presentation: Music is more ambient than anything, but some of the tunes do have a nice melody to them and one or two might get stuck in your head. The art looks really good. It may be 2D but it’s taking advantage of it’s 3D graphics with it’s camera views and the pathway twisting and turning. And even bland locations like dark woods and sewers look lovely. I don’t know how to explain the character art. I absolutely love it with with it’s skeleton vultures, beggars that look like robot armadillos, octopuses wearing mask and snakes with owl heads. If there’s one reason to play this game, it’s to see the art. Verdict: It’s got gorgeous art and some decent platforming, but the odd story decisions, late game combat and the final boss hold it back. 6/10
Petit jeu sympa tiré d'un jeu indépendant en Flash mais mis au format 3D ici. Malheureusement à quelques bugs de collisions et de zone de dégâts qui parfois sont mal placé (ennemis comme nos propres dégâts fait) Direction artistique originale au niveau graphique par contre au niveau musical l'ambiance n'est pas là et semble être différente de l'univers graphique. Niveau gameplay il faut s'attendre à savoir jouer à un Beat'em all (sachant que si vous ne savez pas jouer à ce genre de jeu, ce n'est pas grave c'est quand même faisable).
关卡的场景不错,有的地方比较拉血压,难点只有跳台或者敌人,尤其是后面的蓝胖子,多用连招就好。 英文比较废,剧情也就一知半解,总体上来看好像是环保游戏(误)
просто отвратительно сложно и скучно
this game lit (not 100% true) love the franchise on discount it costs less than a candy bar just try it if youre interested got nothing to lose
Scarygirl is a visually bold and conceptually unusual platformer developed by TikGames and published by Square Enix, adapting the distinctive art and tone of Nathan Jurevicius’s graphic novel into an interactive experience. Rather than following typical fantasy or action-platformer formulas, the game embraces a dreamlike, offbeat world where whimsy and eeriness coexist. At the center of it all is Scarygirl herself—a young, patch-eyed heroine whose strange appearance and tentacle-arm make her both endearing and unsettling. Her journey begins when she is plagued by mysterious dreams and sets out to uncover their meaning, leaving behind her adoptive guardian, the giant octopus Blister. This brings her into contact with an eclectic cast of characters and bizarre environments that feel like fragments of a surreal storybook brought to life. The game’s greatest triumph lies in its visual design. Scarygirl’s world is crafted in a vibrant 2.5D style, using layered backgrounds, twisted landscapes, and imaginative creature designs to create a sense of being pulled through a beautifully illustrated dream. Forests, swamps, snowy villages, industrial zones, and mystical temples all carry the graphic novel’s unmistakable aesthetic—bright colors contrasted with darker tones, peculiar shapes, and a variety of unusual enemies that feel like they stepped out of a child’s fever dream. This artistic flair gives the game personality from the very first level, and even when the gameplay stumbles, the visuals keep the experience intriguing. The stylized animations and expressive character movements reinforce a sense of charm that sets the game apart from more generic platformers. As a platformer, Scarygirl blends exploration, combat, and light progression elements. The protagonist’s tentacle-arm is the centerpiece of her moveset, functioning as both weapon and grappling tool. Players swing across gaps, pull themselves to higher platforms, and unleash a mixture of light and heavy attacks on the array of odd enemies populating each level. Upgradable abilities such as hovering, special combos, and alternate tentacle attacks add some welcome depth, encouraging players to collect gems and revisit levels to find hidden pathways or unlock previously inaccessible areas. The game’s branching routes and collectibles support replayability, rewarding curiosity and experimentation. Scarygirl can also team up with a friend in local co-op, where the second player controls Bunniguru, a martial-arts rabbit companion whose moveset differs enough to make cooperative play enjoyable and distinct. Unfortunately, while Scarygirl’s mechanics are conceptually varied, their implementation is inconsistent. The platforming sections often suffer from imprecise controls, particularly during grappling sequences where Scarygirl’s tentacle-arm may fail to connect even when it visually appears aligned. This lack of responsiveness is especially noticeable in later levels where precise timing becomes essential. Combat, though flashy, tends to devolve into simple button-mashing, with hit detection occasionally feeling unreliable. Enemies sometimes stun-lock the player or swarm in ways that feel more chaotic than intentional, creating frustration rather than excitement. Despite the variety of moves available, there is rarely a need for strategy or finesse; most encounters reward basic repetition over thoughtful play. Level design follows a similar pattern of mixed execution. Early stages offer imaginative layouts and playful challenges, but as the game progresses, difficulty spikes become more abrupt and certain sections rely on trial-and-error rather than skillful mastery. Some levels achieve a satisfying balance between exploration and combat, while others feel padded or repetitive, especially when enemies respawn aggressively or platforming sequences hinge on unreliable controls. Boss encounters, though visually interesting, sometimes lack the mechanical polish that would make them memorable set pieces. These inconsistencies don’t ruin the experience outright, but they prevent the game from fully capitalizing on its strong artistic identity. Narratively, Scarygirl keeps its storytelling brief and atmospheric. Most scenes unfold through illustrated cutscenes or environmental cues, conveying a sense of mystery rather than providing detailed exposition. While this approach preserves the graphic novel’s tone, it can leave certain plot points and character arcs feeling underdeveloped. The world clearly harbors fascinating ideas—magical mentors, strange guardians, ominous dreams—but the game rarely pauses long enough to explore them in depth. Players looking for a richer narrative may be left wanting more, while those who enjoy stories told through mood and imagery may find the minimalism fitting. In the end, Scarygirl is a game defined by its imaginative spirit and visual artistry as much as by its mechanical flaws. It delivers a world that feels unique, vibrant, and emotionally resonant, powered by a heroine who is both quirky and compelling. However, its uneven controls, repetitive combat, and occasional design frustrations keep it from achieving the level of polish needed to stand alongside the genre’s best. For players who value aesthetic creativity, unusual worlds, and artistic ambition, Scarygirl offers an experience worth exploring—even if it sometimes stumbles. For those seeking refined platforming or tightly tuned action, the game may feel more like a beautiful curiosity than a fully satisfying journey. Rating: 7/10
hawt
bought the game ages ago, but only now decided to try and play it, and it doesn't start so that's a bummer.
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