
Sliding Hero is a top-down puzzle Metroidvania where movement is key—think carefully, as once you start sliding you won’t stop until you hit something! Imprisoned in a sinister 1700s Venetian villa, explore a world of Carnival mystery, solve devious puzzles, uncover secrets, and unmask your fate.
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About
Sliding Hero is a brainteasing, explorative puzzle game where you can only slide in a single direction until hitting an obstacle.
Will you outsmart the villa’s many trials and unmask the truth behind your imprisonment?
Imprisoned in a sinister Venetian villa, use your wits to help Luca Sicomoro, a Serenissima military man, escape. Every move is a test of strategy, turning movement into a puzzle. Navigate a dark and intricate world inspired by 1700s Venice and Carnival’s masked mystique, where danger and deception lurk in every shadow.
Use environmental hazards, weapons, artefacts, and your momentum to dispatch enemies and avoid deadly traps. Each encounter is a skill test, where puzzle-solving and combat seamlessly intertwine in an easy-to-learn, hard-to-master movement system.
The villa is a maze of hidden passageways, locked doors, and secrets waiting to be uncovered. Unlock new tools that let you backtrack to previously unreachable areas, forge shortcuts, and interact with the eccentric and enigmatic characters who dwell within.
Step into a beautifully hand-drawn pixel art world steeped in the elegance and unease of the Carnival of Venice. A haunting, original soundtrack inspired by Italian Baroque melodies enhances the atmosphere as you piece together a story of mystery, fate, and self-discovery.
A unique puzzle-combat system built around momentum-based movement.
Multiple weapons to unlock, each with a specific puzzle mechanic
An atmospheric Venetian setting, blending historical beauty with eerie fantasy.
Nonlinear Metroidvania exploration—discover new abilities to open fresh paths.
Engaging and devious boss fights, where strategy is key.
A fast-paced movement system designed with speedrunning in mind.
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, Korean, Simplified Chinese, Traditional Chinese
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
Cool game!
完走しました、クリア時間は17~18時間でした。 スライディングしか出来ない倉庫番系パズルゲーム、非常に面白かったです! 難易度は、空と海の伝説をクリアできる腕があるなら大丈夫だと思います。 以下ネタバレを含む感想です。↓ 【良かった】 パズル難易度が適切: ・ゲームルールがわかりやすい ・ワンマップでパズルが完結する ・ゲーム内の情報だけでパズルが解ける(カラーコードやフィボナッチ数列を使用するみたいな、ゲーム外の知識を要求してこない) ・重要だけど大体100手以下で解ける ・リセットボタンがある、空と海の伝説のように「一手戻る」もあればさらに良かった。 (ただ100手以下で解ける内容が多かったので、一手戻るがなくてもなんとかなりました) 絵が綺麗: ・ドット絵のクオリティが素晴らしい ・自分は植物園のマップがお気に入りです ・あと主人公セクシーすぎんだろ・・・ 【ここがダメ】 ・空と海の伝説でも感じたんですけど、 「まだこのマップのアイテムを取れる技能が無いよ」とお知らせしてくれる機能は欲しかった ・翻訳のせいだと思うけど、ストーリーが全然分からん・・・結局ゲーム中の出来事は主人公の走馬灯だったの? ・魂みたいなやつが一個だけ見つからなくてマップみても、全部取ってるはずなのに無くて、実績コンプできず
An interesting concept with some flaws. What you need to know: 1. Puzzles. Since it's a metroidvania many are unsolvable until you get various upgrades. There are statues that give you weapons in many puzzle rooms. So if they all don't have a weapon you probably can't solve the puzzle. 2. I would have prefered better signposting for a puzzle you cannot solve. Some levels can be partially beaten so one path opens but another still needs an ability. 3. There are a few bugs. Quitting and starting again fixed them for me. I had to alt-F4 once. 4. Keep looking for open pathways on the map. Some are only accessible from the other side, so they are an exit. 5. It's best to keep moving forward to unlock all of your abilities then go back and solve everything. 6. Puzzle difficulty is all over the map. The game looks great, with pixel sprites and well drawn character art. Story is pretty meh, but not bad. It could benefit from multiple endings but I don't think there are. I'm pretty sure I got everything, even if it didn't give me the lore achievement.
"What if Red Ronin was a metroidvania?" - if you've played Red Ronin that's all you need to know, you'll love this, skip my review and buy it. If you haven't played Red Ronin - first off you should - it's a puzzle game where you move in straight lines until you hit something and each level is based on utilizing the movement to maneuvre around the environment to hit the right enemies from the right direction as well as avoiding taking damage yourself (there are more complex mechanics, but it's been a while). Sliding Hero (forgive me if I write the wrong title here somewhere) basically takes that and puts it in an MV. How does that work? As someone who enjoys both genres - incredibly well. You have a few basic abilities, but most abilities you get are in the form of new weapons. You don't have independent control of your weapons, rather in each puzzle are placed a number of statues - each statue corresponds to a particular weapon. If you don't a weapon that corresponds to a statue in said room, you cannot completely clear the puzzle (although you may still be able to make some progress). These weapons basically work by allowing you to adjust your position (and in the case of one the enemy you target) as they all have different effects and ranges, which must be utilized to defeat all enemies. There are a few rooms that are about navigating around traps (spikes), or hitting a switch (where you need to use the enemies to get to the switch, but not necessarily defeat all of them) but most are "defeat all enemies. How is the metroidvania map? Really good. I found myself lost a few times and had to navigate to other areas to explore, but it's not something I would classify as a really confusing map either. If you're stuck, look at the map and see where there's a door you haven't been through and you'll probably get somewhere. I had a blast with this one, recommend people don't sleep on it, although if you are only a fan of MVs and not puzzles, you might need to adjust your expectations. For me loving both genres in general and having really liked Red Ronin I went in expecting to have a blast and I did. Oh, one note. There is a demo on steam, but progress does NOT carry over to the full game as it is a virtual slice. This sucked for me, because I finished the demo expecting to - so just play as much as you need to make up your mind if you decide to go for it. Criticisms: - Lackluster ending - The fast travel map is really tough to navigate around because you really only see the immediate area of the travel point you're selecting, which makes it hard to make out where you're going to land.
I expected Sliding Hero to be another Sokoban puzzler, but quickly realized this game has its own twist. You’re the one doing the sliding, not a stack of boxes. At first, I wasn’t sure how far that idea could stretch, but after spending time with the full game, I’ve come around. There’s more depth here than the concept suggests, and it’s surprisingly fun to keep gliding through its cursed Venetian villa. The setting is a highlight. Pixel art gardens and courtyards with flourishes like giant statues, eyeballs peering from trees, and the carnival character designs that feel like they wandered out of a Supergiant game. The atmosphere is eerie without being overwhelming. As for the gameplay, the sliding mechanic is deceptively simple. You’ll need to use obstacles to stop yourself, line up attacks, and clear enemies before moving on. Weapons like spears and maces add a tactical variety, forcing you to think a step ahead rather than just bumping into skeletons and zombies. There are many hazards like spikes, pitfalls, and exploding monsters. They keep you on your toes, and the metroidvania-style progression makes exploration rewarding. One important thing to note: Sliding Hero plays best with a hand-held controller. The precision and rhythm of sliding feels more natural that way, and it makes the whole experience smoother and more enjoyable. It’s not without quirks, though. The room resets could be more snappy, but the imagination on display here makes it easy to forgive. It's like the Pokémon’s ice caves, but takes that idea and spins it into something richer, stranger, and surprisingly original. [quote]For more puzzle game reviews, news, and everything puzzle-related, follow [url=https://store.steampowered.com/curator/25928931-Puzzle-Lovers/]Puzzle Lovers[/url] and check out our [url=http://steamcommunity.com/groups/puzzlelovers]Steam group[/url].[/quote]
Very clever puzzle design for a fascinating, labyrinthine yet connected world! Each room is a stand-alone kind of puzzle per se, allowing for easier navigation once solved. Once the gameplay clicks, also thanks to tis many upgrades, each one deeply influential to the solution, the game becomes really satisfactory, too. Some rooms specifically are just plainly hard, too - and it's always a joy to hear the happy jingle at the end! Character art is incredible (there is lots of artwork, mainly but not exclusively seen during dialogues and the compendium) and the somber, yet fascinating atmosphere evoked by the music and the overall retro-styled, but rich ambience will keep you in the mood for the whole storyline. I have played both the demo and the game since launch; several bugfixes and QoL measures are being added each day by the developer, who is very dedicated to the project and comunity!
Sliding Hero is an ice sliding sokoban metroidvania with combat, spike traps, and pits to jump across. It was great fun. Highly recommend.
italian pokemon ice sliding puzzles got stuck a few times but had a-ha moments, very charming, ~10 hour 100% on a casual playthrough.
Its rad.
《滑步奇旅》是一款以“惯性滑行”为核心机制解密类类银河城游戏,同样使用此机制的作品也有不少,比如快刀小金、超级滑刃战士等但都没能像本作这样在解密部分如此深耕,做出有别于其他解谜游戏的作品。它没有那些华丽大作的丰富与爽感但却在策略上极尽巧思把一次移动都成为策略的延伸,为玩家带来了一段“滑着走”的奇妙旅程。 首先游戏的核心机制简单直接,就是移动只能一步到底,这一条规则贯穿游戏始终,不同于大多数游戏自由移动的便利性,本作这种独特的移动机制就是游戏解密的钥匙,每一步移动都是充满博弈的策略题,你需要提前规划路线,利用地形反弹改变方向,甚至借助敌人的碰撞完成迂回,比如将自爆僵尸推向陷阱,用它的爆炸摧毁拦路障碍,或是借助敌人的身体作为临时支点调整滑行轨迹。 而且游戏的难度算是相对较为合理的,整个过程的谜题设计层层递进,从初期的路线规划,到后期融合机关、陷阱与敌人特性的复合型谜题,始终围绕惯性做文章。有趣的是,玩家可以在游戏初期就解锁魔法球,使用“回溯”功能,来反复尝试降低试错的成本。 此外在地图设计上游戏页结合了常规的“类银河恶魔城”的方式,通过不断解锁新功能来扩展探索的边界,打开隐藏路径,这让探索的乐趣更足,玩法更多样,惊喜的感觉页更加到位,不过缺点也不是没有,那就是场景间的移动比较麻烦。 还有一点是游戏的美术风格也比较有趣,那就是充满了意大利风情,从主角脸上的狂欢节面具就不难看出这点,整个故事的框架虽然是简单的像素风格,但是在过场的动画和人物的立绘中却十分细节,还有音效与氛围的营造同样出色,滑行时的摩擦声、碰撞时的清脆反馈、敌人的嘶吼与机关的运作声,共同构建了十分沉浸的听觉体验,它们整体构建出一个既神秘又迷人的世界,仿佛在翻阅一本意大利风格的奇幻绘本。 除了核心解谜,本作在战斗系统也围绕惯性移动展开,尤其是Boss战堪称亮点。玩家需要在滑行中躲避Boss的攻击,同时寻找其弱点,比如利用Boss的攻击轨迹反弹自己的滑行路线,或是借助场地机关制造攻击机会。这种边滑行边打的模式,也算是一定程度上打破了传统解谜游戏战斗薄弱的短板,给解密之外多加了几分趣味性,每一场胜利都带来满满的成就感。 总结来说,《滑步奇旅》是一款充满诚意的独立解谜游戏,他用独特机制构建了一个兼具策略深度、艺术氛围与独特玩法的世界。对于喜欢创新解谜、偏爱小众独立游戏的玩家来说,这款作品绝对值得一试。 [quote] 游玩百态,将游玩心得用汉语化作玩家的指明灯,(๑•̀ㅂ•́)و✧ [url=https://store.steampowered.com/curator/35402408/]点击这里关注汉化语录~[/url] 如果喜欢这个评测,请点个赞让更多人看见 [/quote]
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Trends
Concurrent players on Steam, sampled daily since tracking started.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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