
When a nightmare creeps into reality, the only ones that can help are those whose magical powers we’ve believed in since childhood. A brave teddy bear heads to the far side of “happily ever after” to rescue his owner, Alicia.
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Engagement
Hours played at review time, across 42 reviews with recorded playtime.
Reviews
Themes across 42 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
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Reviews
Я не прошёл
ЧТО ЗА ♥♥♥♥♥ ВЫ ПРИДУМАЛИ В ЗЕЛЕНОМ ЗАМКЕ В ПОСЛЕДНЕЙ ЛОКАЦИИ ЭТО ЖЕ ♥♥♥♥♥♥ КАК ЭТО ♥♥♥♥♥ ПРОХОДИТЬ Я СИЖУ УЖЕ 3 ЧАСА НЕ МОГУ ПРОЙТИ МЕНЯЙТЕ ♥♥♥♥♥ P.S. отмена, я прошел
Порекомеендую. Классная вещь, прошел за 8ч но нормале, и это при том что я пытался иногда в бэктрекинг, что вообще не обязательно. Особое спасибо авторам за отсутствие ачивы "собери все 100%", правда. Сильная часть игры - визуальный стиль, повествование. Есть конечно огрехи в геймплее и тех. части, есть пара бесящих моментов, но ничего смертельного, общее впечатление больше чем положительное
本来是想打差评的,玩到第八章发现真是稀烂。但我挺喜欢熊熊这个角色和配音,而且还是可以看出来这个游戏制作组是有点想法的,就是手感做的有点折磨人。前面简单的地方还好后面手感真的是一坨,对自己耐心有信心的可以尝试,还是可以玩的。 美术上特别是背景,在光和质感的一些处理上我觉得很用心,但是人物跟场景美术质量感觉差太多了,每个boss出来我都想吐槽这个b建模也太丑了点,感觉不在一个图层一样白瞎背景,特别是最后那个发光火柴人加五毛特效。 最大的问题就是武器没有合理的光标瞄准。远程武器倒是有,扔出去一瞬间消失,半天才能重新瞄准,还根本看不清在哪里。你是觉得你自己设计的很好吗要这么搞,还做了一大堆需要瞄准的飞天怪。其实我觉得武器想法还是很不错的,就是打在怪物身上受击反馈太诡异了。像在切纸,怪物还有谜之碰撞判定,它们周围是有气场吗莫名其妙就撞上了。有时候又莫名其妙躲开了(这个判定包括攻击,且不论敌我) 还有冲刺无敌这个技能没有用,根本不是无敌屁用没有。 过程中还有非要你一遍过的巨人追逐战,但是跑的过程又告诉你它藏了东西要去拿,害的我分心好多次结果掉下去重来。最后发现是跑完了再回去拿(而且这个地图空的真的没边了东西特别难找) 地图里都藏了很多需要后面解锁能力才能拿到的东西,勉强就能拿个90根本不知道缺啥,(比如那个巨人图跑酷的超大虚空空间上的一个不知道哪里能爬上去的桌子下对角的地方有俩经验收集物,我逛的时候就在想这鬼大爷能找得到。)而且网上找不到啥完整收集攻略,强迫症就不要想着全拿完了,有点折磨人的。 boss难度(特指从那条人鱼开始)前面这么简单后面的难度有一种感觉很简单但是非常蛋疼的感觉。比如人鱼,你受击反馈会中断玩家动作,那个攻击泡泡还跟个花圈一样裹boss裹的巨紧,还给boss搞个镂空平台。玩近战的跟个多动症一样跳来跳去在那里跳劈刮痧。(平台全降下去后可以从右边墙壁跳上去有个空位可以回血,建议拿那个延长滞空的技能打。)还有其实本意可能是让你用鱼叉打的,但那个根本靠猜和感觉的瞄准系统基本不考虑,纯折磨自己来着。也可以在两边的平台用弓箭逃课,但是这样这个boss又显得特别弱智。 然后后面那章boss的魅惑机制也就一个空格在那里摆着,死了几回才弄明白,跟星露谷钓鱼一个机制。你tm啥标没有谁能知道是长按往一个方向移动不长按往另一个方向移动啊。谁会做中间像集中符号的标识,这种大家都会理解成快打吧。你好歹给个移动方向的标识吧而且。这个boss也是谜之判定莫名其妙就会蹭我一下,最恼火的就是又不难但就是莫名其妙的粪,感觉战斗起来手感就是一坨。莫名其妙受击扣血,莫名其妙的地震波蹭到了扣血,莫名其妙蹭到头顶的藤蔓扣血,莫名其妙攻击就打中boss了。 后面那个城堡更是一坨。小怪猫猫怪全需要你重击破甲后才能打伤害,破甲后猫猫还跟开了一样轻武器重武器远程武器全给你防出去,说实话比boss强的不是一点。最终boss一比就是路边一条。 古堡还有个四个火把的地方,我卡了半天以为是什么火把消除解密能触发机关,还研究半天打哪个会熄灭哪个会亮,发现根本不可能后才知道是直接下坠攻击把那个正中间b盖子打开。能明白那个b绿色崽种放出来时候用火把附魔攻击三秒结束的救赎感吗,真是给我干无语了,你就不能把那个盖子做明显点吗黑的批爆鬼大爷看的出来是可以破坏的。 最粪的就是后面那个绿色幽灵追杀跳跳乐,其实这个关卡大部分没啥难度但就是那个平板加齿轮的部分简直巨恶心。你想玩家很帅气的从中间爬墙跳过去就让它转动的时候能有两个平板地方能互相跳的部分,我请问这三块板全程都是平板面对齿轮你想我往哪边跳,场景两边还全是那个有伤害的藤蔓。玩具熊像个疯子一样一直靠攻击弹反滞空才蹭的上去。那个b幽灵攻击还会取消玩家动作,简直恶心的要死。这种跳跳乐闯关还特别喜欢搞一命通关。这个部分又在特别后面一旦嗝屁全部重来,像我这种技术一般的纯受罪来了。 还有荡绳,非要空格小跳取消你就不能加个原键取消吗,手感卡着怪怪的。还有那个判定,一会能荡上一会荡不上,用远程武器滞空我都快贴它脸上了,它都在黑暗中发光发亮了,松开后alt键按烂了都挂不上。有时候离老远又能挂上。只能说挂绳的标识发亮纯属诈骗,按半天只要没在那个判定点就一定挂不上。有些挂绳的地方又会放一堆扣血的东西或者要重头爬,巨搞心态。 还有整个地图,你设计了传送点能不能给个传送地图,都不奢望你搞小地图了。我传送还要跑一大段路去找那个传送点在哪里,有时候我记不住在哪了还要迷路半天纯纯折磨人。你不搞个传送地图就算了。那个传送点和存档点不一致才真是天才,分那么开生怕玩家游戏体验好是吧。 最终boss 你知道拿到滞空延长后那个boss就跟个木桩子一样在空中无限打,显得特别呆。 最后剧情也是结束的莫名其妙的 给好评因为这个游戏整体给我感觉是想做好的,但是可能缺乏点经验。就是玩着不爽快,感觉需要点技耐性,对休闲玩家很不友好。但难度又不跟魂类一样打通了有征服难度的爽感。玩倒是也能玩,建议打折买了当小游戏玩。原价不建议。
Простой геймплей, неожиданный финал, харизматичный медведь. Игра хороша!
The Darkest Tales, developed by Trinity Team and published by 101XP, is a side-scrolling action platformer that leans heavily on a striking narrative premise: the transformation of familiar fairy tales into unsettling, distorted dreamscapes. It builds its identity around this contrast, pairing a childlike protagonist—a worn teddy bear named Teddy—with a world that gradually reveals itself to be darker and more psychologically charged than its storybook inspiration suggests. The result is a game that often feels visually and thematically compelling, even when its gameplay struggles to maintain the same level of consistency. The story centers on Teddy, who comes to life to rescue his owner Alicia from a dream realm that has twisted her memories and imagination into something hostile. This framing allows the game to reinterpret classic fairy tales through a darker lens, introducing characters and settings that are both recognizable and unsettling. The narrative itself is relatively straightforward, following a clear path from one encounter to the next, but it gains strength from its tone rather than its complexity. There is an underlying emotional thread tied to Alicia’s situation that gives the journey a sense of purpose, even if it is not explored in great depth. Gameplay is divided between combat and platforming, with both elements playing a consistent role throughout the experience. Teddy gains access to a variety of weapons and abilities over time, including melee strikes, ranged attacks, and movement skills that allow for greater mobility. This progression system adds a sense of growth, encouraging players to experiment with different combinations and approaches. Combat can be engaging when it flows well, particularly in encounters that require switching tactics or managing multiple enemy types. Boss battles stand out as highlights, often incorporating distinct mechanics that break away from the standard rhythm of regular encounters. However, the platforming aspect is less reliable. As the game introduces more complex traversal mechanics, such as grappling or precise jumps, the controls do not always provide the level of responsiveness needed to execute them smoothly. This can lead to moments where difficulty feels inconsistent, especially in sections that demand precision. The pacing also suffers at times due to uneven challenge spikes, where certain encounters or sequences feel disproportionately difficult compared to what came before. Visually, the game is one of the more distinctive entries in its genre. It adopts a storybook-inspired aesthetic that gives each environment the appearance of a living illustration, with layered backgrounds and stylized character designs that reinforce the fairy tale theme. The reinterpretation of classic stories is handled creatively, with each area presenting a different tone and visual identity while maintaining a cohesive overall style. This artistic direction is supported by strong audio design, including voice acting and a soundtrack that shifts effectively between whimsical and ominous moods. The variety of environments helps sustain visual interest, as players move through forests, castles, and surreal dreamscapes that reflect the fragmented nature of Alicia’s imagination. However, this variety is not always matched by gameplay innovation. While new enemies and abilities are introduced, the core mechanics remain largely the same, leading to a sense of repetition over time. The game occasionally hints at deeper systems but does not fully develop them, which can make later sections feel less dynamic than they could be. Technical and mechanical inconsistencies also play a role in shaping the overall experience. Occasional issues with responsiveness or polish can disrupt the flow, particularly in segments that require precise timing. These problems are not constant, but they are noticeable enough to affect immersion and can make certain challenges feel more frustrating than intended. What ultimately defines The Darkest Tales is its contrast between creative vision and uneven execution. It succeeds in creating a memorable atmosphere and a visually engaging world, using its reinterpretation of fairy tales to establish a unique identity. At the same time, its gameplay does not always reach the same level of refinement, resulting in an experience that can feel inconsistent. In the end, it stands as a game with strong ideas and moments of genuine impact, supported by a distinctive aesthetic and an intriguing premise. While its mechanics may not always deliver the level of polish expected, its creativity and atmosphere make it worth experiencing for those drawn to its darker take on familiar stories. Rating: 7/10
Видно, что весь бюджет ушел на визуал, задумку и озвучку, но из-за этого проработка деталей ужасна а плюсом в игре много сюжетных дыр и просто уйма оружия, каждое из которых мы используем лишь несколько раз за игру, помимо основного.
The Darkest Tales è un videogioco che fino a metà della sua trama risulta essere un platform con delle idee interessanti. Purtroppo la responsività dei comandi non è perfetta e per un platform questo è un grosso difetto. Un difetto che dalla seconda metà in poi diventa sempre più evidente, perché The Darkest Tales inizia ad inserire elementi da metroidvania e i boss iniziano a diventare molto ostici. Quindi ci si ritrova nella parte conclusiva a riprovare intere sezioni più volte per imparare come superarle. Per quanto riguarda la trama, l’ultima mezz’ora sembra buttata un po’ a caso con un boss di fine gioco telefonato ed un finale che abbassa la qualità dell’opera. Ciononostante consiglio il gioco, magari da prendere in sconto. Voto: 6,5/10
I enjoy the game alot. The story was good and overall it's a fun game Visually 8/10 Audio 9/10 Controls 8/10 Bugs a few Fun factor 8/10
9/10
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Audience
Languages: English*, Italian, Russian*, French, German, Simplified Chinese, Japanese, Korean, Spanish - Latin America, Portuguese - Brazil*languages with full audio support
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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