
Left to fend for himself after mankind abandoned the doomed planet Aurora, robot Kramer 227 must find a way through 20 action-packed levels and rescue his robotic friends before Aurora crashes into its sun.
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About

Robots can have a heart!
Left to fend for himself after mankind abandoned the doomed planet Aurora, robot Kramer 227 must find a way to harvest energy and rescue his robotic friends before Aurora crashes into its sun. In his journey, Kramer will probe the planet itself and overcome challenging obstacles, all while trying to conserve his limited life energy to power himself and his friends on their way to safety.
Kramer will gather and share energy with his fellow robots, helping them escape dire situations and predicaments. He will have to jump and explore every platform in every corner of the 20 extensive levels to find all of his friends. Energy is running low on Aurora, so Kramer will have to collect batteries or use generators to recharge, as every action drains his power. Various power-ups collected along the way, such as jetpacks, energy spheres and temperature regulators, can help him on this crucial journey.
Shiny is about saving lives, so it contains no blood or violence.
Enjoy non-violent, platforming action
Explore 20 extensive levels.
Manage your energy levels – the robots’ source of life!
Make use of cool power-ups found along the way.

Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, French, Italian, German, Spanish - Spain, Portuguese - Brazil, Russian
Engagement
Hours played at review time, across 49 reviews with recorded playtime.
Reviews
Themes across 49 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
The cover art from the steam page got my attention right away, I’m a sucker for interesting looking platfomers. I blame it on those cute little yellow eyes, they almost smiled at me. I thought Shiny would be a fun loving little robot platformer with perhaps a quirky soundtrack and interesting mechanics involving robotic acrobatics. To my surprise, however, Shiny was quite different. The main character is *not* actually named Shiny, but rather a robot named Kramer 227. Your objective is to save all the robots from an exploding planet. The humans inhabiting the planet decided to split and leave you and your companion robots to die - interplanetary kindness at its finest. There is a decently long cut scene to explain the whole story at the beginning of the game, and that is the extent of any story line. Now your robots buddies are all out of power and you have to charge them up so you can save them. The robots are placed here and there in harder to reach areas. Generally, below or above where you would normally want to move. In each level there are supposed to be four hidden robots – at least in all the levels I played. Most of the time, I could only find two or three of them by the end of the level. Once you rescue two of them, it enables some sort of hyper charge boost that can be activated by pressing the Y game button on your controller or keyboard. If enabled, you renew your power and are fairly invincible for a brief time. Once used, though, it is gone forever unless you restart the level or find two more robots. Other than this charge boost, finding robots gets you some stats on the level completion as well. As you walk along, you collect energy power capsules. These give you a small amount of health charge as your internal battery gets depleted from taking hits from falling rocks, bonking yourself, or just waiting too long to jump. You are in constant motion to replenish your power reserves, so these capsules keep you going until you get to the next checkpoint. Each little mistake, like being slapped on the butt with moving machinery, rescuing robots, and even shielding yourself will run your power dry. [h1]GAMEPLAY[/h1] Jumps would often be into a blind area on a platform. At first, I thought it was the “Leap of Faith” style of jumping, but after checking the controls you do have the ability to pan around a bit to see the next platform. However, that pan becomes unusable once you get to trapdoors in front of platforms. Since you have only two seconds to jump to the next area – which may or may not be visible – there is no way to pan and jump quickly. In the first half of the game you need to jump to these hanging platforms on wires, quick trapdoor platforms on steel girders, and moving platforms going up and down or side to side. It takes some time to get used to jumping without looking as it isn’t something a platformer typically wants you to do. Usually, you want to have a sense of where you are landing. With Shiny, you just guess where the platform will be and hope for a lot of checkpoint lives. This trial by error jumping was less than satisfying. Often I’d just aim for the edge of the wires and grit my teeth while waiting to see if I made it or not. If I have time to pan and look around, it’s much easier. However, there are sections that you will not have the time for that luxury, leaving only blind jumps to lead you through. One major issue I had with Shiny is that controls sometimes feel off. I would often be at the edge of a platform and want to jump but instead I’d walk right off. Another example is that sometimes when you land there is a bit of a bounce step that will make you fall down even if you had a clean landing. Sometimes I would be in a good position in front of a moving piston and even before a piston came down to smash me I would fall down dead. I would not go so far as to say the controls are broken, but they definitely need tweaking. When I first started Shiny, there was a issue with the controller using a button sequence of pressing RT and LB back and forth quickly. It wouldn’t register fast enough and I was forced to alternate between using a controller and the shift keys of my keyboard. After an update, this was fixed and I could easily cool down after traversing fire. The gameplay was moving along briskly until level sixteen where, suddenly, the game screen went black. I could hear my character moving, but there was no way to see. I thought maybe I was missing some sort of flashlight button. Looking at the discussion group for Shiny, I saw a post about the exact same issue. I apparently was not alone with this bug. Managing to find my save files, I tried them on a different computer – my laptop. Oddly, without a graphics card it loaded up level 16 just fine. The downside is that when using Intel HD 5500, the game could barely run. My guess is the Unreal 4 engine is too much for my onboard graphics. Setting the graphics to the lowest resolution and lowest detail settings, I was able to get about 20-25 FPS on an I5 CPU with Intel 5500 and 8GB of ram. From here on, I was able to finish the game. I tried playing Shiny on both Normal and Easy settings. From what I gathered, the only difference was that Easy gave me more lives at the checkpoints. There was no actual difference in the gameplay. That said, halfway through I proceeded to restart the game on Easy rather than play with the small amount of lives I had on the Normal settings. The Save/Checkpoint system on Normal didn’t have enough lives during some of the levels and it required repeating the entire level from the beginning. There are no puzzles in the game that I could see. The levels were entirely platforming with no storyline sections. Platforming is well designed for difficulty, but its all jumping from one platform to the next and avoiding pitfalls. No bouncing off walls, no double jumps, no power up bonuses, no unlockables, no shooting or throwing objects. It’s very basic in its content. Towards the end of the game, there is variety with a jetpack but that is it. The platforming itself is well thought out in difficulty. If you just try to jump back and forth you’ll likely bonk your head and fall down. You have to be aware of the limited space in which to move upwards and note your jumping positions. The main difficulties tend to be in avoiding moving objects from crushing you or jumping for a platform and simply missing it. That sounds incredibly simple in structure, but Shiny looks less for levels that require pinpoint accuracy to finish and more at time dependent movements and blind faith jumping. [h1]FINAL THOUGHTS[/h1] From what I played, I can say Shiny is an example of pure platforming without any extra features. Some may like it, some may not. Personally, I feel it needs some revamping if Shiny is to succeed at getting a larger group of gamers interested. The controls still need some tweaking even after the update. Towards the end, the levels just do not feel very complete. You get odd camera angles that block the view of platforms and a few times my health bar got stuck. Perhaps after some updates and bug fixes this game will be more accessible. The developer seems quite nice and is trying to address many issues with a complete reworking of the game. In it’s current state, however, I can’t recommend it. After another update, it may be something to look at again. Shiny does feel like a labor of love and I’m rooting for the next version of the game to be better.
Today, I decided to play and review the game Shiny from Garage 227. I've got a lot of wonderful things to say about this game and its development team. The main character is a robot, Shiny, and his goal is to save robots, collect batteries, and finish the level before running out of energy or taking too much damage from obstacles. The soundtrack is fantastic, alternating between extremely realistic and appropriate sound effects to music that cues the gamer through tempo. When you hear erratic music, run like hell. Trust me on this one. The controller responsiveness is very close to being perfect. The game currently has partial controller support, so it will be necessary to use your keyboard for some of the menus, but that didn't detract from my gameplay at all. All too often, I'm seeing promising platformers being released with absolutely no controller support, and that's a deterrent for me as well as many other gamers. I was very pleased to see that Garage 227 included this fundamental in Shiny. I did notice a bit of a controller issue when attempting to jump while using the right trigger, so that is one area that can indeed be tightened up. In regard to graphics, my assessment is that a few minor tweaks are needed at this point. They're nearly perfect, and for the most part, crystal clear. The first couple levels are still a bit too dark even after adjusting gamma settings. I also noticed brief flickering that resulted in Shiny flashing forward a few steps on occasion. With my particular gaming laptop and G-Sync, I wouldn't expect any kind of stuttering or flickering, so that plus the fact that this was very occasional, causes me to lean toward a graphics issue as opposed to an equipment issue. On one occasion, I noticed a duplicate superimposed "X" prompt at a checkpoint. One was offset, so this was very noticeable. http://imgur.com/g1xoyAF Additionally, I noticed rather long loading times for loading screens that caused me to try turning down the resolution to see if that made a difference. Unfortunately, it did not resolve the issue, but it did make me realize just how beautiful these graphics are on the higher resolutions (1920 x 1080 and 1920 x 1200.) I also noticed a minor pass-through issue having to do with Shiny's antennas. As you can see in the following image, his antennas pass through a solid platform when jumping, causing the battery item to glow due to proximity. http://imgur.com/a/ceGGT The level and character design are very well executed overall. I really enjoyed the diversity in level design. Elements like falling platforms, falling rocks, conveyer belts, fan blades, pistons, and fire are introduced then combined, meaning that no two levels are exactly alike. Being able to "look down" with the right joystick was also something that I greatly appreciated. I did notice a bit of a difference, both in length and difficulty, among the levels. A shorter easier level followed by a much longer and more difficult level is then followed by a much easier and/or shorter level. If this is not intentional, a rebalancing expedition might be in order. In regard to game mechanics, again, I'm mostly pleased overall. I was unable to complete level 8 due to difficulty with the cooling mechanic, and I never reached the point in the game where the jet pack came into play. Up to the cooling mechanic, I was enjoying the game very much, but no matter how hard I tried, I couldn't overcome what feels like an element that is way too hard. I got through the first instance with the cooling mechanic on accident after dozens of tries but then died repeatedly on the next instance of it in the game. I had to start the level over but then couldn't get past the first instance with the pistons again. I created a second game on easy mode and had to start all over, because it's not possible to change difficulty levels after a game has begun. This is something I'd like to see changed in the future. I noticed that while easy mode gives you more "lives" AKA battery charges, it's really not very different, if at all, from medium difficulty. I continued to have the same issues with the cooling mechanic, so after 3 hours, I decided that was it for me until this element is modified or some assistance from the developer is obtained. It's possible that I'm missing something, but that may just be wishful thinking, because I'd love to complete the game. Another element that I appreciated was the checkpoint system. Most levels include more than one checkpoint, so a casual gamer like myself won't have to start all over when they run out of lives. Overall, I definitely recommend Shiny, especially to those looking for a straightforward platformer that replaces combat with other gaming mechanics, such as the shield, cooling mechanic, and jet pack. It includes attainable achievements that unlock during the course of gameplay. At the time of this review, I've unlocked 45% of the achievements with 3 that are hidden. My guess is that the criteria for those last 3 would have become obvious to me had I been able to continue past level 8. It's very obvious to me that the Garage 227 team loves Shiny and has put a great deal of effort into perfecting the game. I'm honored to have been included on the journey. I'm anxious to give it another try and invite the development team to notify me of the next major update so I can do so and revise my review at that point. In the meantime, if anyone else comes up with a way to overcome the cooling mechanic, feel free to reach out. I'll gladly give Shiny another go. It's a beautiful example of gaming design and execution.
❗❗❗ Це гра російського видавництва, хай і створена бразильськими розробниками. Купуючи її (чи навіть просто додавши до бажаного), ви підтримуєте ворогів нашої країни.
Shiny - when beautiful graphics meet programming level of browser flash game. Unfortunately, the game feels like it's an alpha version from the very beginning. Even controls in options menu are messed (you can only move between options with stick, then press A but value can only be changed with directional button) Cannot move a character with d-pad, UI is poor. Gameplay seems to be slow paced and boring without any form of combat, just move right, sometimes press X, you cannot even jump much because it consumes battery which when it's empty you die and start from last checkpoint. I don't like it, I'm asking for refund, sorry.
It's simply a bad game. Pretentious, badly designed and the ugliest UE4 game I've ever seen.
nice graphics but the basic movement and jumping just feel loose and sloppy, and that's the most important thing for a 2D platformer to get right
Glitchy, and unpolished. This is a "story" platformer with no story. Once I managed to get the game to run and my controller to work. The game plays like an example platformer from the unity asset store. This is not worth your time.
Alright, I'm just gonna get straight right to it, it's very mediocre and bland. There's also tons of issues that I've noticed after 100% this game :- - The platforming mechanics felt so janky, you can't even control your character movement that much in the air so it makes some of the platforming kinda frustrating, but once you reach level 14 and above, you just use your jetpack and breeze through the game like nothing happen. - Some of the checkpoints are very questionable, for once, some levels gives you a very early checkpoint after your first jump/lift, some of them give you at the end of the level which is pretty useless and some of them it's like non existent like the level feels like forever and then there's a checkpoint after like several hard platforming. One of them it's also a bait checkpoint where you can take damage while activating the checkpoint (which is dumb and also a very useless checkpoint because it's at the end of the level, why?) - The graphics/animation got some weird glitching effect from time to time, maybe it's just me but who knows, the game also crashed on me several times for some odd reasons. - Blend UI/Menu/Title screen with repetitive soundtrack. - Can't rebind your controls and the camera is pretty annoying. Overall, pretty meh experience and there's far better platforming game out there that you can play.
Mainly because I'm supposed to be "polite" and because my repertoire of swear words is completely inadequate to the task, All I can say is: This game is very beautiful to see. It's a great concept. BUT! There are FAR too many places where the SLIGHTEST miscalculation will cause a reset to the last checkpoint! I think this problem would be MUCH improved if the "jumps" were preset instead of a bloody drift because the player dared to hold the direction key just a Hair too long. This is exacerbated by the NEED to use the arrow keys to scan the area to see what might be possible to jump towards. Just show me everything I need to see in ONE screen instead of having to constantly arrow all over the place to figure it out. After the 30th ridiculous reset, I had enough. Deleted!
Joguin que eu sei que é br, vi no zangado gado. 2d prazeroso e bem feitinho com visual cool. não zerei ainda.
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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.
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Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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