
Explore a robot populated world while jumping across sea platforms, solving puzzles, operating drones and more. Tons of levels, tons of fun!
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Russian
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Reviews
A very colorful 3d platformer that tests your 3d platforming skills to its core. The game runs smoothly and controls are well done. Liked all the little details put in game like the sharks circling in the water, the flying seaguls, platforms movement trails, flying baloons and NPC animations. The game is well suited for speed runs. As the player progresses through the levels new game mechanics are added like gliding with umbrellas, swinging and jumping using the poles. The level design provides different kind of difficulties to match the newly introduced game mechanics.
Gaming perfection, imagine being waterboarded with tight controls and shocked with great gameplay, this game is the guantanamo bay of vidya.
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Hours played at review time, across 29 reviews with recorded playtime.
Cute little platformer with plenty of levels and an editor if you're still hungry.
Fun simple platformer with a lot of movement options in later levels, well designed levels, and a lot of content. Especially great for playing one or two levels during a break.
正直オススメかどうかは迷いました。 最後までやり込む気にはあまりなれないな、と思いましたのでこのプレイ時間でレビューしていますが……。 アクションゲームとしては面白く、操作性もシンプルで分かりやすいです。 取っ付きやすさはありますので、人によってはオススメ出来ると思います。 ただ、私的には以下の要素が不満でオススメ出来ないとさせていただきました。 まずミスをしたら問答無用で途中経過がリセットされてしまう点。 道中にクリスタルの収集があるのですが、落ちたりしてミスをするとクリスタルの取得状況もリセット。 ステージによってはゴール前付近の分岐でクリスタルを取りに行く→再びステージを最初からやり直して進む、みたいな地形もあります。 実質同じステージを2周させられるようなものですが、クリスタル収集後ゴール前でミスしたりしたらどうなるでしょう。 次にクリスタルを収集してクリアする為に、更にもう2周するハメになります。 道中普通に進んで普通にクリスタルが取れるならば収集状況リセットでも良いと思うのですが、ルート分岐を強いるような造りならばせめて収集状況の引き継ぎはあった方が親切、と感じました。 中間地点も無いようですので、ミスしたら収集も兼ねて同じコースを繰り返しやらされるので只々苦痛です。 尚、現時点クリスタルの使用用途は不明。(英語なので私が説明を見落としてる可能性はあるかもです) 次にカメラワークの融通の悪さ。 このゲームはカメラボタンを押すと、独特のカメラの動きでマップの地形を見せてくれます。 しかしその動きが本当に独特でクセがありまして、見たい場所をすぐにピンポイントで見れなかったりと難有りです。 クリスタルへの道筋やゴールへの行き方だけ見たくても、独特な動きでいちいちなかなか先が見えない。 正直こういうカメラの動きでしたら、この機能って意味あるのでしょうか……。 ゲーム中LRや右スティックでカメラアングルの切り替えも出来ませんし、地形によっては進む角度や距離感や高さが分かりづらい事もあります。 カメラ機能で見ても色々と融通が悪いので、普通にぐるぐる回るカメラの実装があると良かったです。 とは言えカメラアングル固定前提のゲーム、としてこの難易度調整で作られているのかもしれませんが。 しかし3D地形でカメラアングルが自由に動かせない、と言うのも逆に珍しい?気はします。(私が他のゲームをあまり知らないだけでしょうか) あくまで私的に不満と感じた要素ですので、ゲーム自体はなかなか良いゲームだと思いますよ。 最後まで頑張ろうと言う気はあまり起こらないのですが、動画を見るとまだまだ面白そうなステージもありますし。 BGMも耳に残るようなフレーズで、こういう系統の曲が好きならばゲーム自体は気分良くプレイも出来そうです。
Nice music, relaxing yet at times challenging gameplay, comfy aesthetic, neat game.
There is a good game somewhere inside Speebot, but that game is absolutely smothered under way, way too many levels and an all-pervading problem that gets a little better if you toggle an option in the game's settings. First off, the levels. There are 200 of them grouped into four zones, and every single one of those zones overstays its welcome horribly. Within those zones you are very, very slowly dripfed new mechanics and powerups which are spaced so far apart that everything prior feels done to death by the time you reach something new, and then you have to suffer through a couple levels which overdo the new thing so heavily that you're glad when it recedes into the background again. As you go through the zones, the difficulty constantly spikes and plummets, and not in a way which feels well-paced or engaging, but as though they were placed at semi-random with zero non-dev playtesting. It all evens out over time into a monotonous slog in a way that a greatly trimmed-down levelset would not, or even a split of the existing levels into a regular campaign and a challenge campaign. The other big issue is that, from the game's camera semi-overhead camera angle, it's often surprisingly difficult to gauge where exactly Speebot [i]is[/i] mid-air without a drop shadow directly underneath him or depth perception. There's a lot of very long, high jumps that are very easy to over(or under)shoot because you aren't sure if you're actually above the platform or not, and if you're jumping towards the camera, whether the nearer platform is too high for you or not. You can correct the first scenario with a rather ugly red landing indicator you can enable through the settings (I beat the game without it), but the second is more difficult. It'd actually be an ideal situation for anaglyph 3D or that discontinued Nvidia 3D Vision system, but sadly I doubt they'll ever be patched in. Deal with the first issue and maybe the second, and you're left with a very charming, well-optimized budget platformer. If Speebot were a bit better organised or slimmed down, it would be that better game, and it sucks because then it'd be a very easy recommendation for people into this stuff. As it stands, it's a never-ending, absolutely numbing gauntlet that's unfortunately only really of interest to the game's pre-release following and the community it came from.
My initial thoughts are following: Fun relaxed platformer with seemingly lots of content to tackle on! Nicely polished, lighthearted visuals paired with audio that does its job. - Aiming the jumps can sometimes be a bit pain, because of no drop shadows. Although, there's a setting to turn on landing assist! - Timing the jumps from the platforms feels sometimes a little bit too unforgiving, causing the character not to jump and fall to its doom. - Character velocity feels a bit too much for the narrow platforms sometimes (i.e., hard to do accurate movement sometimes). Playing on a gamepad + tried changing the sensitivity, to no avail. Would definitely still recommend the game for the price!
Speebot is a simple and fun 3D top down platformer. I always enjoy playing games of this type. Speebot は、シンプルで楽しい 3D トップダウン プラットフォーマーです。 私はいつもこのようなゲームを楽しんでいます。
It's fine. As I remember from when I last played it, Speebot is a completely serviceable platformer with solid design. It just lacks any individual character, which, in a genre brimming with beloved environments and iconic characters, is a massive detriment to this game. I know that the gameplay design of any videogame is paramount to all other elements (i.e. art, music, story, etc.), but when a solid game lacks interesting presentation, it makes the experience less engaging overall. I have no personal attachment to Speebot or his world, which made dropping the game before completion much easier for me. There are also just too many levels for my liking, which, to be fair, won't really be seen as a negative to most people. I personally just find puzzle platformers to be daunting with how many levels they tend to have, as I prefer more action-focused platformers with less total levels that each take individually longer to complete. But, like I said, that's more of a me thing and not something I'll count against the game. Overall, it isn't a game I'd actively recommend to people, as I think there's a plethora of other great platformers out there I'd recommend over this game. However, if you're tight on money and want a game with a good amount of content to hold you over, this game isn't a bad offering.
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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