
Soft Body is a meditative action game where you control two beautiful, gooey snakes at the same time. In the game, you paint the world with your body, and as you do so, the world changes around you and reveals new obstacles and challenges.
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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, Dutch, Portuguese - Brazil, Russian, Polish
Engagement
Hours played at review time, across 43 reviews with recorded playtime.
Reviews
Themes across 43 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
feels good to play, truly innovative
While some of the 'interludes' just felt like they were wasting my time, the actual levels of Soft Body are excellently designed and great fun.
This game is wonderful. If you like the look of it buy it. There's a demo. Just support an amazing indie game already so that more like this can be made.
A really clever puzzle game that is well paced and lots of fun
유연한 몸, 유연치 못한 뇌와 손가락... 조작방법이 정말 특이합니다. 왼손과 오른손으로 조작하는 총알 피하기 게임.
As of this writing, I'm at level 16 in Hard Game, which about 1/3 through the game. First off, this is not a puzzle game. At its core, this is an action game with a lot of depth and devilishly clever level design. The demo only scratches the surface. Say, what's that one thing again, that people think they're good at but are actually universally terrible at? Right, multitasking. And this game is a multitasking bullet hell. Let me rephrase that. This is a mild bullet hell that takes advantage of "finger dyslexia" to trip you up. The controls are impeccable, the level design is evil, and the difficulty is brutal.
This game makes you painfully aware of thje fact that you have two half-brains, and they're not always great at working together. The difficulty curve is very reasonable though, and eventually you'll be controlling two snakes completely independently of each other, and feeling like a mental ninja for it. I've never had this kind of experience in a game before, and I highly recommend it.
Amongst the many trends that have arisen alongside the massive proliferation of the indie market, simple visuals stands out as one of the most popular. Used properly, you can get something like [i]Nidhogg[/i], which is all about style and visual communication over detail or fidelity. Used improperly, you get something like [i]Soft Body[/i], which combines the simple look with colourful, vibrant visuals that look like an acid trip; one whose luminous stretches of pigment serve only to distract from how shallow and underdeveloped the game’s mechanics are. The big hook is that we simultaneously control two snakes - one with each control stick on the controller. Each snake is able to influence different parts of the environment by touching them, and each level requires that certain tasks be completed. For instance, touching uncoloured parts of the environment with the left-stick snake colours them, and each uncoloured area needs to be coloured for the level to be finished. The right-stick snake, meanwhile, can destroy hostile entities and move balls along preset pathways, each of which needs to be completed to proceed. The visuals impede all of these tasks. Levels change between a variety of colours, so it’s inherently difficult to figure out what needs to be coloured to proceed. Levels are often punctuated by a variety of different-coloured lines which could equally be an enemy, a harmless piece of wall, or one of the aforementioned tracks. The underlying concept is good. The snakes are fluid and responsive to control and expertly manipulating them to simultaneously keep both out of harm’s way really is a lot of fun. The problem is, the fun parts of [i]Soft Body[/i] are far, [i]far[/i] removed from what you actually have to do to progress. You only lose the game if the left snake is hit by a projectile, so why not just park that in the corner and do all the right-stick’s tasks first, then merge them back together to do the left-stick’s tasks? There’s no unity of design between the concept and the game, so whilst you can control two things at once, the game never really seems to require you to do so for any reason other than efficiency - efficiency which is moot in the face of how much harder the game becomes when you do this. It’s a promising idea that ultimately feels like another indie story of “I have a concept, now what?”, with the ‘what’ here being marketed as unrelenting difficulty that doesn’t actually have the balls to be that hard. Why control two things at once when only one of them matters?
This game is so damn good. The level design and controls are as smooth as an ice cold glass of Dr. Pepper on a summer day. It's not meant to be an easy game, and the difficulty curve of Soft Game leaves something to be desired, but Hard Game is definitely where Soft Body shines. Tasks that are infuriatingly difficult at first eventually lighten up, only to be stacked on top of one another in rapid succession. There's no feeling better than grinding out later-game levels and then returning to earlier ones just to find that you've become a LITERAL GOD all of a sudden. Add on to that the Halloween levels featuring not a single bullets, and multiple secrets I still haven't even discovered the meaning of yet, and you've got yourself a game that's worth far more than its asking price. 100% recommended buy.
"Beautiful intellengence" are two words to describe how great this game is! Full Review: https://megabadger24.wordpress.com/2016/06/28/soft-body-review-soft-charm/
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Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
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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