
Explore, leap and shoot to save your family from the insect invasion! Leap with the agility of a tamarin as you journey into the Northern wilderness, in a world full of exploration, 3D-platforming and bug-splattering action!
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French, German, Spanish - Spain, Japanese, Simplified Chinese, Spanish - Latin America, Traditional Chinese, Turkish, Portuguese - Brazil, Russian*languages with full audio support
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. The shooting is hard, but exciting. But some parts are more relaxing. The monkey hug is so cute.
Плюсы: Отсутствуют Минусы: - Очень резкие звуки и музыка - Отвратное ненастраиваемое управление (особенно чувствительность камеры), ещё и неожиданно меняется по ходу игры - Не распознало 2к экран и предложило максимум 1080, пришлось для этого руками править конфиги - QoL фичи околонулевые - настройки доступны только в основном меню - Сюжет сомнительный и линейный
Tamarin is a great game that I had enough fun with to complete 100%. GAMEPLAY There's no game quite like it. It's very unique in its combination of platforming, exploration, and shooting. I've played many classic 3D platformers, and Tamarin sets itself apart to provide a unique experience of its own. The shooting is inspired by Jet Force Gemini, but what sets it apart is that it has dedicated platforming areas more akin to something like Super Mario 64. This isn't just a novel blend of game genres, but it makes for a welcome change of pace and variety that keeps the game interesting throughout. The entire game is well-paced, and never felt dragged out. The game's platforming controls very well. The protagonist, Tamarin is well-animated, and the inputs are responsive. He feels agile but also with a good amount of weight. During dedicated platforming sections, the move-set borrows quite heavily from Super Mario 64- there's a dive, crouch jump, and the "side-somersault" (which is useless in this game). The only means of attacking is a roll move, which is simple, but fun to pull off and chain between jumps and dives. The most unique ability Tamarin has is this context-sensitive leap, where he can leap long distances in specific areas. My feelings on this mechanic are mixed. Sometimes, it was a satisfying surprise to discover a spot where I can use it. Other times, it felt asinine and that it would've been more fun to just do normal platforming. Tamarin can also climb specific walls and poles. The wall sections are fun obstacles that add to the exploration. The poles are fun too, but went heavily under-used, in my opinion. The game's shooting is also solid. It's a nice break from the platforming. It's third-person shooting, but with a unique control-scheme that attempts to capture the same feeling of shooters from the Nintendo 64- specifically Jet Force Gemini. It isn't by any means emulating those old controls though; it's more like a half-way point between old and new controls. I think the controls are fun and the game's challenges are well-designed with these controls in mind. Aiming vertically takes getting used to, but it never felt unfair. You rarely ever have to aim vertically anyway, as the game allows you to lock-on to enemies positioned on turrets/towers/balconies. The lock-on mechanic might confuse some players, as you can ONLY lock-on to these aforementioned enemies but not any ground troops. You also unlock new weapons along the adventure. I wont spoil any of them, but they're fun and well-used throughout the game. I found myself using every weapon I unlocked all the way through the game. It's well-designed. Shooting sections are generous with health and ammo as long as you explore, and I think the challenge is fair throughout. LEVEL DESIGN The game is thoroughly well-designed. Progress between each main area is gated, requiring players to collect a certain amount of fire-flies (this game's main collectible). You find fire-flies by exploring during the platforming segments. It's a fun progression system that provides just the right amount of challenge and forgiveness. You don't need every fire-fly to progress and there's a healthy amount of room for choosing which you want to collect. The game is less forgiving when collecting blue birds, which are the main collectible during shooting segments (blue birds are exchanged for fire flies at bird-houses, (3 birds = 1 fire fly) so they're technically also fire-flies). The birds are held hostage and you have to rescue them. If at any point they're shot (by the enemy, or you), they're completely gone until you complete that area and then revisit it from the very beginning. It's easy to miss these or accidentally get them killed for first-timers. On top of that, shooting levels can last about 20-50 minutes depending on skill and thoroughness, so that's considerably punishing when going for 100% Fortunately though, for Any%, it's not an issue at all. It's only overly punishing if going for 100%, but this system is fair and rewarding for Any%. It's completely the player's fault if they don't have enough fire-flies to progress to the next area. The platforming levels are focused on exploration, while the shooting areas are linear with branching paths. Both are well-designed overall. GRAPHICS The visuals are great. There aren't many platformers with this setting and style, so I also think it's unique. All the outdoor environments are simply visually pleasant, and there's enough distinction between areas to distinguish them. The textures and lighting are great, and everything's solid. I do think the in-door factory sections could've used more visual variety, as they look very similar to each other. With that said, the factory areas still look good though. MUSIC The music is very good. I found each song to be a good musical piece. The music overall is very dramatic and moody, and it does a good job scoring the game's settings. STORY This game's narrative is relatively simple but serviceable. It's about saving Tamarin's family. Almost the entire narrative transpires through the gameplay. There are very few cinematics, which I think is a good thing. It's a gameplay first kind of game, and I appreciate that. I think any more cut-scenes would've worsened the game's pacing. The story is also competently executed. It sets up its conflict and the conclusion of the game resolves it. Its stakes are communicated through the game's challenge and settings. There's also memoirs which add personality to Tamarin by providing a little inner monologue in the form of text. They don't add much, but it's an appreciated detail that adds character to the game. This game's narrative delivers what it needs to. It's not a focal point, and it shouldn't be. LENGTH Tamarin took me about 10 hours to beat normally, 13 hours to 100%. I think the game is replayable. FLAWS/ISSUES/DISLIKES -The game crashed on me, I think twice, over the course of my entire time playing it. Causes are unknown. It wasn't a big deal though as there is frequent autosave and I could just restart the game. -It's VERY nit-picky, but I noticed tiny issues with the geometry of some assets, such as missing tris on some surfaces. It was very infrequent, only found on some static meshes in the environment, and most people probably won't even notice though. -I think the birds being blue and the enemies being blue in the shooting areas can confuse first-timers in dim-lit caves and rooms. I've accidentally shot a bird because of it. -When doing the timed silver coin challenges, the camera showing where the coins are can be very disorienting. Because of this, later challenges felt somewhat trial-and-error. -Personally, I think the death animations and effects for the bug enemies is a bit much. I understand it's a throwback to Jet Force Gemini, but some might find it shocking and even inappropriate for younger audiences. -Collecting everything 100% beyond what is required to progress the main game lacks any extrinsic reward. CONCLUSION Like I said, it's a great game. If it looks to you like a kind of game you would enjoy, you probably will enjoy it.
Ignore this game. 1. Despite its looks, this is NOT a cozy game. This is a shooter. 2. This is not a good shooter - it's a shooter with no proper mouse aiming. 3. Time between checkpoints is far too big to even bother "learning" the game. You can't even save scum through it, you have do "endure" it. I have already something to endure - job, and I'm paid for it, not paid to do it.
I went into this game with a somewhat skeptical perspective, to be completely honest. I was prepared to pay full price for the game. "Jet Force Gemini- Tribals Revenge" is a fair nickname for the game. Tamarin is less hopeless than the tribal NPCs in the original game. While stylistically this game has been heavily nerfed, its art direction is cohesive. The music is inspirational and has a familiar feel. The writing suffers from the world-nerfing and cuteness factor that was imposed insistingly. The values of Chameleon Games are truly represented in the game design, to a fault. In my opinion it takes away from the finesse of Tamarin. While Jet Force Gemini was a 4 protagonist game in the Nintendo 64 era, lending to a different era and overall vibe, the resources have been preserved in the conveyance of this title. A successful upscaling of JFG assets here is clear. The presentation of the game is actually decent for an independent studio. HOWEVER the opportunity to make a name to be taken seriously even in conversation has been lost to an embarrassing degree with Tamarin. The commitment followed to complete the vision is obvious, with enemies being active and "intelligence" relatively scaled to the maneuverability of the monkey for example the beetles can hurt you but adhere to very simple movement sets because Tamarin is acrobatic only to a certain degree. The main character has great move potential and game progression is designed to captivate with a steady ramping of playtime rewarded with an opening up of what is initially a very linear experience. I am supporting this game and this studio for the fact that the spirit of Jet Force Gemini is retained in large part but the direction makes a strange turn that takes itself too seriously while not being serious enough about control and environment choices that don't make good sense. It feels like the game was wholly intended for N64 and its execution on PC leaves an incredible amount to be desired to actually be a spiritual success to what was a bad@$5 title formerly from RARE. ATTN: Chameleon Games PLEASE don't be so casual if especially if you're going to recycle assets because it confuses familiar fans to much dismay which doesn't bode well for your business. I want to love you and this game has passion that is subdued by poor, restrictive design choices. Aiming sensitivity needs adjustability in game. No graphical interface is frustrating. Lack of a map will hinder gameplay scope. It's obvious nearly everything was intentional and executed with 6/10 focus. I could go on as I perceive and discern many nuances and general aspects of Tamarin, but I'd like to give more playtime in before I really pick at the title. I will be revisiting this review for a comprehensive take overall. I strongly encourage a conversation with developers to provide insight into future endeavors and reasonings behind aspects of this title. I don't want to see you fail and this game is dangerously close to hollow at 1.5 hours in.
It's not bad persay, but it's hard to recommend this game. There are too many where the %*@# do I go moments, and those coin races are the worst thing ever, they leave you with seconds to guess where to go before being forced to start over on them because they are far away and there is no trail leading to them. Also Twilight Princess wolf jumping, it was bad there and it's bad here, it's just a bandaid to bad level design. All those complaints aside, it was still a little fun when you got to play the shooting sections, unfortunately most of the game will be spent lost in the mountains.
My daughter loves this game, great family game
视角已经把人晃晕过去了,猴子确实可爱,但操作系统整个就是脑溢血的杰作
Wow how disappointing. Like most ppl here I'm here out of love for jet force Gemini. This game is like an asset flip, it is so shallow and artificial feeling. Nothing really fits....everything feels out of place. Now for what it is...its a fine idea..the graphics are 'fine'....the music is 'fine'....the idea of a mario 64 type is 'fine'...the idea of having some shooter mechanics is also "fine'.....but this game is such a tease when it comes to the shooting mechanics. SHooting is like the first thing u do in this game......and it is terrible. I have never had worse shooting ever in a game. I can't believe how bad it is in this game. I"m using a ps4 controller so I"l give them a bit of a break but....WOW is it terrible. THe camera and movement keeps trying to auto adjust everything so it literally leans u out of whatever u are aiming at. Its god awful in almost every way imaginable. I've spent an hour in this game and I feel 0 love for it, it feels so amateurish and unpolished and just like a game jam idea that was never supposed to go far at all and the author knows it. Again, I don't feel like there is ANY relation to jet force gemini here other than the 'loose' concept of the weapons and enemies...,.but this loose concept feels more like a fan-based mod or someone who played gemini for an hour and 'was inspired'...no real time was spent playing thats what it feels like honestly. If they fixed the controls...EVEN THE PLATFORMING controls SUCK....its just a crying shame. Just fix these controls, I could honestly ignore the shooting components completely when reviewing this game and I'd still be miserable playing it. Even as an asset flip and all that...oh my god I got lost in the first 2minutes of playing...thats not good guys. CMON. There's not exactly many places to go. And drowning and all this right off the bat...oh my god. I want to divorce anything jetforce gemini related from this game...this is just some bad fan-based omahge to gemini (at best). I can't get over how miserable even the first weapon is in this game....its a parody of the first weapon in gemini but oh my god is it terrible in this game, I would LOVE to use the gemini pistol again LOVE to use it.....this is just such a dissapointing throwback to a great game. I don't know if my last 20m of gameplay got saved or not....I doubt it....I don't want to play this game anymore. Kudos to anyone who actually managed to finish this game...seriously. Even some of the little 'acts of love' feel so amateurish...like the little house on the island u find after the first bit of gameplay.....it has a sign giving u a hint there's an interaction to be had...and the hint is so just 'spelling it out', like this isn't charming at all! Feels so lame right down to the herding of the player along..if ur tring to herd the player along WHY WAS THE SHOOOTING of the first SECTION so hard!??!?! I actually died like 3 times in that first section....what u would expect is a tutorial section seems to be outright experienced gameplay right off the bat so u better get used to the gameplay rigth away. no time or room to mess around or lean? CMON. And they know it too, when u die from drowning(so lame in this game) or combat it respawns u nearby sometimes right infront of where u drowned...literally saving me time if i just drown as opposed to walking back. Everything just feels so lame and shallow in this game so far. I'm so angry this wasn't any good. I wouldn't be suprrised if these ppl had nothing to do with RARE or gemini in any meaningul fashion and just used it to sell us 'this' whatever 'this is'....again, it feels like an asset flip. I don't know what part of the team these ppl were on when doing gemini, but I don't see a single part of this game as good other than the main character skin design that waas well done, they r very cute.
great game
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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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