
Lumina, a young Teslamancer, finds herself stranded after her airship crash lands in Wyrmheim, a remote and treacherous land to the North. Embark on a dangerous adventure, exploring a gigantic, abandoned tower looming over a fjordside valley, on a quest to get Lumina home and back to her family.
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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, Italian, German, Spanish - Spain, Japanese, Korean, Russian, Simplified Chinese, Norwegian
Engagement
Hours played at review time, across 41 reviews with recorded playtime.
Reviews
Themes across 41 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
Compared to the first game, it has nice atmosphere, art, and music, but the original still felt more distinctive in its identity and puzzle design. That said, it fixes most of the issues I had with the first game: the map is clearer, collectibles can be shown on it, and the secret ending is less annoying to unlock. The puzzles are simpler, but the extra abilities make traversal feel like a puzzle at times, and with smoother movement and faster traversal, it simply feels more fun to play.
Excelente game, a jogabilidade/mecânica é ótima e os gráficos são bacanas. Se você quiser zerar sem tentar fazer as proezas, é um jogo bem curto e relativamente fácil. Agora se quiser fazer tudo, pode preparar mais de 10h tranquilamente, aliás, provavelmente muito mais! O ideal seria primeiro zerar o 1 antes desse (o que eu não fiz), dizem que o 1 é melhor ainda. Não esquecer que o jogo está todo em PT-BR, o que é sempre bem-vindo.
[h1] TL;DR [/h1] I really recommend the game, especially if you liked the first one and its universe. Teslagrad 2 is more about platforming that puzzle solving, and the gameplay/controls were extended and revisited to that effect with succes. The art direction in general, and the silent storytelling, are still amazing and make Teslagrad 2 a proper second installment of the series. Even if you didn't play the other games of the studio, give it a try! It is relatively short. [h1] More details [/h1] So, let's first get the elephant out of the room: as you will notice with my play time, I'm no casual player of the game. I'm one of the [strike] main [/strike] only speedrunners of the game. Thus, I'm not gonna lie, my first playthrough is a bit far away in my memories. But with the third anniversary of the game approaching, it thought it was way overdue that I added my positive evaluation to the game. The only other evaluation I left so far was for the first Teslagrad. I [i] really [/i] enjoyed the universe, the visuals, the atmosphere, and the silent narration. I then played World to the West around its release, and this was quite a different - but still enjoyable - experience. So, well, you could say that I was hyped (and biased) from the start. But I wasn't disappointed. In Teslagrad 2, we play Lumina after the events of World to the West, so if you're story inclined, it makes it easier to understand the situation if you played the first games. In particular, like its predecessor, this game relies on silent storytelling, through cutscenes, screens (the analogs of the puppet theaters) and the usual collectible scrolls, but also through the whole environment, and as a novelty, some cryptic texts. I really appreciated to commitment to this philosophy once again. It also allows you to enjoy the great music and sounds from the game, reinforcing the atmosphere and contributing to the world building. Gameplay-wise, it extends the mechanics from the first game and it's still all about magnetism, but with a literal twist: rotation. On top of this, you have from the beginning the ability to slide. Indeed, while the first game is a puzzle platformer, this sequel is definitely more about platforming and free, fast movement. The world is more open and you have ways to go from one side to the other quite quickly. It feels great when you manage to zoom through the environment, finding how to preserve your momentum and circumvent the obstacles. [h3] This is the main reason why I have and am still speedrunning this game: it's fun and I don't get tired of it! [/h3] Sure, it may not be my favorite game of all times, but I'm never bored of going back to it and play through it over and over again. While there is certainly space for exploration and finding secrets, there are sections of the game clearly made for you to just let Lumina go fast without stopping. I am fond of exploration and trying to complete the game as much as I can, even on my first playthrough. I don't remember my exact play time upon finishing the game, but probably around 6-7h (most people will do it faster, I am a slowrunner on discovery). I obtained 100% (minus some hidden Easter eggs) in around 10h. Now, as other people have noted, the game can feel kinda short, and unfinished, in the sense that it has so much potential that is not fully exploited, that it lets you longing for more. The reason is, this is literally what happened to the devs. But I am not the one in position to tell this story. So if you made it all the way through here, or enjoyed the game, I'd encourage you joining Rain Games' discord channel, because the team is also amazing with their community, and they are keen on giving anecdotes, behind the scenes, additional art, teasers for their new games, ... And you can share your love of their games with other people :) (I promise, I was not incited to do this, I genuinely appreciate their work and want to help them as I can ^^'). As a small note, for people mentioning some lags in scene transitions, this didn't use to be the case and is tied to the lastest version unfortunately. So, as a conclusion, I completely recommend playing this game! I truly think it deserves much more recognition and a larger audience than it has had. It was made by an indie studio which keeps delivering great games to their community despite the constraints, so here's to Teslagrad 2 and to what's coming next!
Solid, quick lil puzzle platformer. Beautifully animated. Some inventive platforming mechanics that are utilized moderately well. I will always love a smoothly-implemented slide mechanic for conserving momentum. The magnetic force based platforming stuff is smoother than I remember it being in the first game. Speedrunning this would probably be pretty fun. It lays out its levels like it's sort of trying to be a metroidvania, but backtracking is not [i]meaningfully[/i] required to beat the game. You'll always be heavily guided to your next goal, and progressing straight there feels like playing through levels in any non-metroidvania puzzle platformer. The art and environment design is a big highlight here. Lots of 3D environments presented with a hand drawn aesthetic. There are some action-heavy sequences that utilize depth very effectively, with stuff happening in the foreground and the background as well as on the playable plane of the level itself. Couple things could've used more work or thought imo. First is checkpointing. You die in one or two hits to everything in this game (simple environmental hazards, scary bosses, everything). Sometimes the rooms are big, and there's only one checkpoint at the start. Die a few times and you'll retread a lot of content, past the point of it being interesting. It's still a very short game, so ultimately nothing is going to hold you up too bad, with maybe one exception... The final boss is annoying, because of the checkpointing. Die, and you'll have to step in one direction to grab something, then turn around and travel a short distance back to the boss room, where you'll need to watch the boss cutscene every time. They don't put the thing that you're supposed to grab along your path, and they also don't just respawn you in the boss room with the thing you're supposed to pick up having already been picked up. And there's the classic unskippable boss cutscene on top (which had a very obvious visual bug on repeat watches when I played). Really awkward note to go out on. Second, I'm not inclined to stick around for optional stuff on this one after rolling credits. From what I noticed, there is a collectathon of about 80 cards to find, and a slightly more substantial secret or two on top of that. I grabbed about 30 of the cards in the course of my playthrough, and found one bigger secret, and that's all I'm up for. If I felt more of a connection to the world and the story I might've stuck around, but I didn't. The aesthetic is strong, and the visuals are well executed, but the story direction hard-commits to zero dialogue, and seems to intend for most of its lore to be basically an easter egg. The collectible cards all go together to form a set of stories out of images, where each card adds a new image. It's the typical collectible thing where each in-world collectible corresponds to a particular entry in your cards archive. This just means my 30-something cards have given me a spotty patchwork of random portions of multiple incomplete stories. If I was invested in any one of those stories in particular, I wouldn't know how to seek out more of that particular story without just doing a web search, and then I may as well just view them online. There are writings scattered about as well, but the game does not archive or track those for you, and they're all written in Norwegian (in a sort of rune-y font) anyway, so I'd personally need the web for those too. If you really loved the gameplay and felt drawn in enough to want to travel back through the whole world and complete the collectathon for the sake of it then you'd likely get more hours out of this. Otherwise it probably struggles to justify the full price tag. Luckily it's on sale all the time at prices that make it very easy to recommend. I got my key from someone who didn't need theirs and I'm happy to have spent the time with it! Looking forward to seeing more from this studio.
[b]Mantiveram o que era bom e melhoraram o que era ruim.[/b] A arte e as animações seguem de alta qualidade, assim como o estilo narrativo que é bem interessante. Os controles respondem bem e os quebra-cabeças oferecem um bom nível de desafio. Só achei o último chefe anti-climático (não o secreto), a dificuldade maior é entender como causar dano nele. O mapa está bem melhor e agora tem vários atalhos que você pode ativar ou acessar com habilidades especiais. Além de facilitar a exploração, isso contribui para a sensação de progressão. Aplicaram muito bem alguns elementos dos metroidvanias. A única reclamação é que em alguns pontos específicos do mapa, o jogo tem uma queda de frames bem notável por alguns segundos. A história é outro ponto forte, embora o jogo não entregue ela mastigadinha. Mesmo coletando tudo, você ainda vai deixar passar muita coisa. Depois de zerar é bom ler as runas traduzidas ou buscar um vídeo explicando a [i]lore[/i] do jogo. O "Teslaverso" tem um enredo bastante rico que incorpora vários jogos (Teslagrad 1, World to the West, Mesmer, Teslagrad 2).
Странная идея строить головоломки чисто на том что у тебя в руках будет только положительный электрический заряд. Пока проходил игру просто по сюжету, случайно наткнулся на испытание, где дают использовать отрицательный электрический заряд на постоянную. И тут же последующие препятствия буквально обесценились, потому-что я начал чуть ли не обходить их. В какой-нибудь другой игре это выглядело как вариативность или "ни чё ты умный, смог обхитрить разработчиков", но не. Это скорее выглядит как получитерство. В общем мне кажется надо лучше прятать такие серьёзные вещи. Особенно учитывая что в игре в принципе нет полос препятствий, где от тебя требовалось обязательно иметь возможно излучать "красную ауру"
Unfortunately this is a game review, and I tried to play this with controller, there are so many issues with it, and is just too frustrating to play: [list] [*]Very slippery move acceleration curve + many high speed move techniques, killing the platforming gameplay as the precision becomes increasingly demanding as game progresses [*]The character jumps down while climbing when the joystick angle is at up position, after many frustrating retries, you'll realize joystick must be around 100% left or right [*]A logical dash movement key binding on the controller is supposed to be ◯ or B (right action button), but this game instead binds it to □ or X (left action button), which is normally the attack move button, this makes some sense as earlier the player lacks axe throwing ability, but the axe-throw then binds to RB, and it is a normal attack method, which is even more confusing [*] Axe-throw aiming and character movement are bound on the same joystick, whereas a normal aiming key binding is supposed to be on the right joystick. [*] There was no axe-throw trajectory guide provided, this is fine, until you realize that the angle itself is logarithmic, which is why it is so hard to aim [*] There is a brief charging delay before the player's falling attack. If the player has momentum/inertia during this time, the falling attack's position will shift. This was supposed to be an interesting mechanic, but the falling attack button was bound to a controller trigger button. Pressing this trigger itself has an extra delay, making it very difficult to control attack position [/list] There are also issues with massive stutter on asset loading, etc. Just don't use a controller and you might be able to deal with it.
Short and sweet Metroidvania, glad to see more Norwegian gems. Knallbra!
+ nice visuals + fast-paced mid-game movement/ platforming - 1 hit deaths - some boss fights very easy, others frustrating * buy on sale, play & beat in one afternoon
Teslagrad 2 riprende le idee migliori del primo gioco, soprattutto l’uso dell’elettromagnetismo e l’esplorazione basata sui puzzle ambientali. La direzione artistica è splendida e il mondo nordico è piacevole da scoprire. Tuttavia, tornano anche alcuni difetti: il platforming non sempre preciso e una storia molto minimale. Nel complesso è un metroidvania atmosferico e creativo, consigliato a chi ha apprezzato il primo capitolo e cerca un’esperienza breve ma affascinante.
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Modeled estimate over time, reconstructed from Steam's monthly review histogram.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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