
Guide Timmy the treasure hunter through dangerous dungeons in search of the legendary treasure!
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Languages: English
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While i did enjoy most of my play time, i'm going to put a thumb down because of cheap-ass game duration boost: once you've finished the last level, which should take you about thirty minutes, you'll be informed that you have to redo most of the game to find four gems hidden in the game, just so you can access the final boss.
Прекрасный платформер без чего бы то ни было лишнего. Никаких прокачек, пушек, скольжений по стенам и даже двойных прыжков. При том разнообразие имеется: в каждом из шести миров свои препятствия и прочие особенности, типа падающих сосулек и скользкого пола во льдах. Сложность вообще не высокая, хотя я, местами, застревал. Но и это раздражения не вызывало, ибо уровни - короткие. Для меня так идеальный представитель жанра.
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Modeled estimate over time, reconstructed from Steam's monthly review histogram.
Hours played at review time, across 40 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Earlier today I 100 percented this game so now it's time for my review! Super Dangerous Dungeons is a simple 2d puzzle platformer with beautiful pixel art graphics and an AMAZING retro soundtrack that only has three controls: left, right, and jump. It features 60 levels ("over 60" if you count intro levels) spread across 6 differently themed dungeons, 4 of which are part of the main game and 2 of which are bonus ones. Each dungeon introduces at least one new mechanic, one new death animation, and at least one new awesome soundtrack. Don't be fooled by the simple controls though, as the jump height is duration-sensitive, and there are also many other gameplay options to take into consideration including: falling to the next spot, using the environment to block player movement, what part of the block to jump from, and when to move in the air (because the game does also feature airborne movement). Utilizing these gameplay mechanics, you'll parkour through levels with quirky and oftentimes unforgiving hitboxes for both hazards and non-hazards alike. That brings me to difficulty. This game definitely shouldn't be called easy because you will die quite a lot, especially on the first playthrough. It becomes much easier once you've familiarized yourself with the levels and developed some muscle memory which you'll need since many jumps are tricky or require somewhat precise timing or both. Where it gets really difficult is when it comes to achievements, most notably with the ones involving the bonus levels. All I have to say is that, when 100 percenting it, this at least feels like a game that will make you develop Carpal Tunnel when in actuality, it probably won't. The challenge is part of the fun anyway and it also contributes to the game thematically, as the close calls really make you feel like a daring treasure hunter reminiscent of Indiana Jones. The only negatives I can say are that the keybind settings don't carry between sessions, the sound volumes aren't adjustable, and the achievements don't show up on your profile, but these are really just nitpicks. I played this game for the first time back in high school for free on mobile and it was so good that I bought it here! I believe it's worth the price! If you like these kinds of games, go for it, or try it for free in the multiple places it's possible.
Super Dangerous Dungeons es un juego sencillo pero divertido, quizá el único inconveniente es la duración ya que es un poco corto aun con las mazmorras extra. Aunque es verdad que los logros de Steam le dan un poco mas de Replay value ya que completar los modos contra reloj y con el limite de muertes da un poco mas de dificultad al juego. Hablando de dificultad, si ya tienes experiencia con muchos juegos de plataforma este juego no te presentará mucho reto sino mas como un juego para relajarte, si no tienes mucha experiencia en juegos de plataforma, es una gran opción para comenzar en este genero. En el apartado gráfico y sonoro no decepciona, tiene una estética de juego clásico de 16 bits y temas musicales muy bien logrados. En resumen, el juego aun a precio completo vale la pena totalmente para lo que es y lo que ofrece, y la diversión está asegurada.
This was a blast from the past. Also while I do recognise several of the levels despite the updated graphics, either the overall game got easier or I got quite better, as I remember not finishing the game back in the Flash days. Oh, and while the Christmas theming sadly got removed, Dangerous Christmas levels are still here as a bonus mode. Oh, sorry, I know not everyone is old. Yeah, this is a remake of an old Flash browser game, with light puzzling and some rather forgiving platforming. There's a few hidden exits and bonus levels (which you need to get to actually roll the credits), but otherwise it's a level based platformer with slightly changing gimmicks for each "biome". Oh, and the end of each there's a "chase sequence" which is just an autoscrolling level and none of the things chasing you actually interact with you in any way other than being a scrolling death barrier.
A short, simple, yet somewhat challenging platformer that should take you only an hour to beat. While a little on the short side, it does make up for it with some extra challenges that will extend your playtime, and add an additional layer to it. My only gripe is that the screen is a bit too zoomed in, making some jumps feel like a leap of faith. [spoiler] The final escape is extra atrocious, since, you're going upwards, meaning you have even less to work with. [/spoiler] Outside of that issue, it's a fun and charming time. Would recommend.
A classic of the flash era. Originally a browser game, then it was remastered, and later ported to Steam (with some improvements). Ignore my playtime, I would have many times that on the flash version. It is as simple as possible, without millions of mechanics cluttering modern Mario or Sonic games - you move left, right, jump. Not even double jump, walljump or dash like in other precision platformers - the game doesn't need it. All depth (and there is a lot) comes from how these simple controls interact with a large variety of themed obstacles. The advantage of that approach is that it's really hard for a challenge to leave you confused - the moment you died, you instantly know why you died - and it's pretty much always your fault, and you know how to avoid it next time. The levels are small, so not being able to see something is rarely an issue. The biggest contention some people have is that all the bosses are chase sequences, but it's not like there is anything else you could do - there is no attack in the game of any kind, as it would detract from the platforming core. So, for the bossfights you just avoid the boss as a gauntlet, when under pressure (imo much better than bosses in Super Meat Boy, for example). And it's super cheap. For that price, if you like precision platformers, it's a steal. If it's on sale, you'd be a fool not to get it.
Fun little platformer; the Boss levels are well tuned.
Played great on the Steamdeck and took 80 minutes to complete. This game is stylistically different to Tiny Dangerous Dungeons and Olivers Adventures in Fairyland. It has dropped the metroidvania elements (Ability upgrades, backtracking) and is purely a stage based platformer. Very short but fun levels, good controls (Just a jump button), palatable visuals, sound, music. Due to its short length it's better to pick up in a sale when it's $2.
A platformer in the style of Super Meat Boy: sometimes difficult, but levels are kept very short. I think the camera and controls are not 100% perfect but very good nonetheless, they feel much better than in Tiny Dangerous Dungeons. About 1h of gameplay + 2 bonus dungeons. Short but cheap, and has that retro feel (pixel art + music). It just feels very classic -moreso if you have played Super Meat Boy before- but I think it is what this game just wants to be, an homage to old classics. I can recommend it.
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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