
A nostalgic metroidvania from the good old days back in 19XX. Take on the role of Sean, a young boy who ventures into the fictional city of Arostia to repay his father's debt. Rescue your 3 friends from imprisonment, defeat strong enemies, all while getting your debt paid in time!
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About
Set in the rural town of Arostia in the year 19XX,
young Sean and his friends Foodie, Bruce, and Doc form a hopeful gang called The Noogies, dreaming of going on a real adventure.
One day, Sean returns home to find a loan shark demanding repayment of his missing father's debt—by the end of the day.
Worse yet, his friends are trapped deep underground.
Instead of despairing, Sean sees it as a chance to prove himself.
But can this country boy truly rise to the challenge—rescuing his friends and repaying an impossible debt?
An exploration-based Metroidvania infused with a blend of the newest in game development technological innovation both mechanically and graphically, pushing the boundaries of what makes a pixel art game.
A marriage of retro nostalgia and inventiveness, envisioned with warm and expressive lovingly crafted pixellated visuals.
Traverse The Good Old Days through the shoes of a unique roster of 16-bit style characters, hand crafted by skilled and passionate veterans of the industry.
Metroidvania with a blend of 80's young adult fiction and classic retroism.
In a nutshell, The Good Old Days pays homage to the general nostalgia of teenage youth, the times that were and what could have been.
Throughout your adventure across the play space, you may encounter easter eggs and references that strike a chord scattered and hidden across the game world.
Reminisce about the dreams of adventure from those days gone by throughout your playthrough with this gripping, multi-faceted story!
The ultimate focus is on exploration; get that money and clear your debts!
This game is not necessarily about standing up and fighting against an overbearing evil per se.
Paramount above all else, the real aim is to clear the debt left by Sean's father within the time limit through exploration, navigating through at your own pace with the decision to enter conflict entirely up to the player.
Many ways to play and beat the game
Nab the money dispersed in secretive locations from place to place.
Run the gauntlet and complete difficult a[titude testing challenges called trial stages.
Complete side quests which hold a bearing on the final outcome of the game.
Win the lottery!
Become a gambling afficionado!
Indulge in a riveting selection of minigames!
Defeat the malign gang of nefarious individuals vying for your downfall.
And more!
Experiment with different routes and methods for obtaining capital, and at all costs make sure that money has been returned before that time runs out!
Characters with distinct personality and individuality along with diverse and dynamic quests.

Take charge of a unique roster of 4 playable charactes, and face the trials and tribulations ahead within the different areas and quests.
Each party member has their own distinct ability, which affect both movement and interaction as well as quest lines themselves!
Through deftly utilising and switching between the skillsets each character brings to the table, explore Arosteria to its fullest extent without restraint!
What is more, expect an intriguing and rich array of charismatic residents within the world throughout your journey.
These denizens possess their own personal quests and agendas, which dynamically branch off.
New and exciting developments await with each individual playthrough!
Endings which are dynamically affected via multiple playthroughs
The ending story gradually unravels with each seccessful completion of the main game.
Clearing the game time and time again will gradually reveal the continuation of the ending.
Through multiple full playthroughs your choices as the player will have an impact on which ending ultimately befalls our heroes.
What future is in store for this brave band of adventures is up to you and your decisions spanning the game.
Unlock all of the various endings with outcomes ranging between multiple separate and distinct thematic conclusions.
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: Japanese, English, Simplified Chinese, Traditional Chinese, Korean
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
향수를 부르는 올드스쿨 테마를 바탕으로, 아버지의 빚을 갚기 위해 보물이 있는 동굴을 탐험하며 겸사겸사 (나 때문에) 납치된 친구들도 구하는 소년의 이야기입니다. 엔딩을 거듭 보면서 이야기를 진행시키는 방식이라 돈을 구하는 수단이 여러 가지이고 다양한 퀘스트도 곳곳에서 찾을 수 있습니다. 한국어 자막도 야무지게 되어 있고요. 그런데 이상하게 손에 잘 안 잡혀서 엔딩 하나도 못 봤습니다. 거의 1주일 동안 틈틈이 재시도를 세 번이나 했는데 고작 2시간밖에 안 했더라고요. 멀쩡한 게임인데 왜 이렇게 재미를 못 붙일까 생각해 봤는데 개인적으로는 몇 가지 불쾌한 점들이 있긴 했습니다. 하나는 그래픽입니다. 뽀얀 아트 스타일은 보기엔 운치 있고 예쁘지만 전체적으로 노이즈가 있는 비주얼이라 잠깐만 봐도 눈이 피로해집니다. 처음 그만뒀던 게 눈이 너무 아파서였을 정도니까요. 깔끔하게 볼 수 있는 그래픽 옵션이 있다면 문턱 하나는 낮출 수 있지 않을까 싶습니다. 또 하나는 맵 구성입니다. 장애물을 뚫고 지나갈 수 있는 아이템을 얻거나 구출한 친구로 캐릭터를 교체해서 못 갔던 곳들을 지나갈 수 있는 메트로배니아 방식으로 진행됩니다. 공중전화로 할 수 있는 빠른 이동을 이용해 백트래킹을 해야 하고요. 그 외에 막힌 맵 곳곳에서는 열쇠를 구해 열거나 반대쪽에서 돌아 와야 하는데, 막힌 곳들과 열쇠는 정말 많고 높은 빈도로 막힌 문 근처에는 비밀 길들이 있습니다. 어떻게 보면 숨겨진 것들이 많고 해야 할 일도 많으니 알차다고 할 수 있을 텐데, 저한텐 너무 난잡하게 느껴졌습니다. 여기 저기 들쑤시고 다니며 열쇠 줍고 문 여는 걸 반복하는 게 생각보다 금방 지루해졌고, 점프 몇 번으로 넘어 다니는 지극히 단조로운 맵들인데도 불구하고 비밀 길이 너무 많으니 오히려 복잡해서 피곤해지더라고요. 마지막으로는 조작감입니다. 컨트롤러 기준으로 키 씹힘이 자주 발생해 간단한 조작인데도 답답할 때가 잦았습니다. 점프해서 폭탄을 발 아래 두고 더 높은 곳을 올라간다든지 하는 초보자 수준의 컨트롤도 어긋날 때가 많더라고요. 참고로 기본 옵션에서 점프와 상호작용을 바꾸면 조금 더 직관적으로 플레이 할 수 있어 조작 방식에 문제는 없습니다. 치명적인 결함이 있는 것도 아니고, 제 취향 문제라고 생각해서 비추천을 하진 않습니다. 다만 진행 불가 버그도 없는데 짧은 시간에 세 차례나 재시도를 하고 포기하는 게임이 저로선 흔치 않아서, 후기를 남기지 않고 지나갈 수가 없었습니다. 모쪼록 감안해서 참고해 주세요. [quote] [url=store.steampowered.com/curator/44960677]✍🏻 [b]큐레이터[/b]로 활동 중입니다. [b]팔로우[/b]하고 리뷰를 구독하세요.[/url] [/quote]
[後半に日本語レビューあり] [h1] A money-making metroidvania with a debt-repayment deadline [/h1] The boys' adventure looks like a classic exploration game, drawn in atmospheric retro-style pixel art... but at its core, there is a factor of "repaying a specified amount of money by the deadline." Alongside the fun of gaining access to new areas through new characters/actions, the priority of money-making and risk management under the time limit (a system where time passes when you make mistakes) are always present, and the meaning of exploration/detours becomes directly tied not only to "collecting" but also to "earning." There are surprisingly many ways to earn money: things hidden throughout the dungeon, trials, event rewards, plus gambling and mini-games. Rather than simply defeating enemies and moving forward, judgments like "this route is time-efficient" or "this detour has a high expected value for money-making" become part of the fun. Overcoming exploration gimmicks is tied to the unique actions of each of the four boys, and the feel of switching characters to "solve" the terrain is properly there. Furthermore, this game has a structure built around repeated runs: the more you clear it, the more ending variations increase, and after a certain number of clears, the impact of your action choices becomes larger. The first run is about grasping money-making patterns and opening routes, and after that, it naturally shifts toward branching and ending collection. While the time limit creates tension, carryover elements in repeated runs help reduce the sense of wasted effort from retries to some extent. The design that combines the fun of exploration with "debt repayment by a deadline" is fairly unique, and if you like a playstyle where you optimize by retrying through trial and error in short cycles, it may become a title that really hits for you. [h1] 借金返済期限ありの、金策メトロイドヴァニア [/h1] 少年たちの冒険は、雰囲気の良いレトロ調ドットで描かれる王道の探索型…かと思いきや、コアとしては「期限までに所定金額を返済する」というファクターが存在するパターン。新しいキャラクター/アクションで行ける場所が増える楽しみに、金策の優先順位と制限時間のリスク管理(ミスで時間が経過するという仕組み)が常につきまとい、探索/寄り道の意味が「収集」ではなく「稼ぎ」にも直結していく流れとなっている。 稼ぎ方は案外多くで、ダンジョンの至る所に隠してあるパターンや試練、イベント報酬に加え、ギャンブル・ミニゲームなども絡む。単に敵を倒して進むのではなく、「このルートは時間効率が良い」「この寄り道は金策期待値が高い」といった判断が楽しさとなる。探索におけるギミック打開は4人の少年それぞれの固有アクションと結びついており、キャラを切り替えて地形を「解く」感触もきちんとある。 さらに本作は周回前提の構造で、クリアを重ねるほどエンディングバリエーションが増え、一定回数以降は行動選択の影響が大きくなる。初回は金策パターンの把握とルート開拓、以降は分岐と結末回収へ、という遊び方に自然となってしまうのではないだろうか。時間制限は緊張感を生む一方、周回での持ち越し要素などでリトライの徒労感を一定数抑える方向となっている。 探索の楽しさに「期限までの借金返済」という要素を掛け合わせた設計はそこそこ独自性があり、短いサイクルで試行錯誤リトライしながら最適化を進めていくというような遊び方が好きなら、刺さる一本になるのではないだろうか。 [quote][b]Check out our Steam curator ([url=store.steampowered.com/curator/36364102-Horny-Hentai-Festival/]link[/url]) , YouTube channel ([url=www.youtube.com/curatorhhf/]link[/url]), and X(Twitter) ([url=x.com/hhfcurator]link[/url])![/b][/quote]
Game is very clunky. -Jumping up into the side of a platform cancels all your horizonal movement making you incapable of landing on top, most of the time. -There is a lot of character switching to access various abilities, which doesn't feel as fluid as I would hope. -Feels like much of a play-thru is spent waiting for a dropped bomb to blow up the hundreds of doors. -Bosses are often menacing due to their speed and contact damage being much more dangerous than your clunky movement and options to hit them being either timed or short range or only vertical (though sometimes they can be defeated easily due to glitching out and hitting themselves multiple times running into your rolling bombs). -I've not all that rarely had problems where I can suddenly do no damage to enemies and had to restart the game. -The way the game is played with multiple run throughs to get the full experience also compounds these issues. -Any NPC interaction that takes multiple tries requires a bunch of dialog, thankfully there is a speedup button. -The "metroidvania" aspect is fairly soft. Various ways to unlock access to other areas come in the form of either collecting your friends or getting gear that makes you immune to certain hazards. Not much of your gear will change the way you play the game. -Despite retaining gear on subsequent runs, I'm not sure why you don't retain maps, or even the location of where to get the map. Makes future runs annoying.
The Goonies is one of those movies that, if it were on WPIX on Saturday morning while channel surfing (please, please do not make me explain that), would remain on until the end. If you are wondering if there are Goonies video games, there are several in fact!. Konami released The Goonies I and II for the Famicom, with the sequel also available on the NES. Even the Commodore 64 had a Goonies game. If you are old enough to remember these, you know they were action-adventure/metroidvania-style games that were pretty difficult. Add in the fact that Google did not exist in 1986, so it's unlikely you'll find hints or solutions. I bet you could call the Nintendo Power hotline. Oh, the good old days (sorry, not sorry). Developed by Gravity Co., LTD, The Good Old Days is “A nostalgic metroidvania from the good old days back in 19XX.” In a direct homage to the Goonies film, you play as Sean, a member of the Noogies, who must find his friends and pay back a loan shark who has come to collect on Sean’s missing father’s debt. Set in Arostia (sounds like Astoria…), Sean must find enough money before the day ends and before Ma, Biff, Chuck, and Frank (otherwise known as Mama, Jake, Francis, and Sloth) find the treasure themselves. Paying back the debt is only the beginning. Players begin the game as Sean. The loan shark has a heart after all and gifts Sean an unlimited supply of bombs. These can be used to defeat enemies, but are mainly used to open up doors containing keys and loot. Combat is not really the focus here, which is evident in how the bombs are used. Once dropped, Sean has a brief window where he can push it forward or just run away before the bomb explodes, damaging anything in its small area of effect. This includes enemies who all have set patrol patterns. If a bomb blocks an enemy's path, they will just turn around. Standard enemies will die in one hit, but are sometimes not worth the effort, as there are usually paths around them. On the other hand, the bombs are unlimited, so once you feel comfortable with the way they operate, kill everything. Bombs are not just for the seen, though, as you will discover walls that can be busted open. I also discovered that bombs can be used to gain a little extra height on jumps, that is, if you are quick enough to jump before the explosion. By my third run, I figured out how to do a bomb jump, which is not explicitly explained but works in a pinch until you gain the ability to jump higher. If Sean gets lost and there appears to be no way forward, chances are you were not looking hard enough. Sean is not alone in his adventures, though. That snake of a loan shark kidnapped them as an incentive to force you to pay back the debt (look, it was the 1980s - tasking a child with paying back 30k is the plot of most movies). Finding them is the Metroidvania equivalent of locating new abilities. Instead of powering up some suit, each member of the Noogies can be swapped in and out for their unique ability. The location of the friends is marked on the map, but until you find the actual map of the area, they are just marked on a blank section. Foodie was the first friend I encountered in my playthrough. If Sean is the game counterpart of Mikey from The Goonies, Foodie is definitely Chunk. Foodies’ special ability is moving large crates, and their attack is a headbutt. Sean can only damage enemies with the bombs, so Foodie adds a normalized melee attack to the arsenal. Before finding Foodie, Sean had encountered a number of those large crates, forcing him to find other routes. With Foodie, backtracking becomes significantly easier. If you have been following along up to now, Sean’s other friends are indeed the counterparts to Data and Mouth. Each comes with a unique traversal ability and attack. Despite appearing central to the plot, Sean does not need to locate his friends to repay the debt. There is even an achievement to do so, although I did not reach that point in my playthrough. Outside of his friends, Sean can find additional upgrades to aid in his exploration. As you explore Arostia, your path will be blocked by freezing water, sections on fire, electrified floors, and underwater tunnels. Luckily, there are items allowing for safe passage. These items are also permanent upgrades and persist into future playthroughs. The Good Old Days takes approximately 3-4 hours to complete the first time. The genius of the game is that you will want to play it again. There are 8 endings in total, which puts a completionist playthrough in the 20-hour range. Why can’t you do all this in your first playthrough? Well, when the loan shark said you had until the end of the day to pay back the debt, he actually meant it. Sean has 14 real-time hours to return with the 30k. 14 hours is a significant amount of time, so you are not really racing the clock. Dying does take a few seconds off the clock, but nothing insurmountable. For research purposes, I let time expire and it actually took some effort to do. Anyway, subsequent runs of the game become both shorter and longer. Huh? Let me explain. The first permanent upgrade I found was the raincoat. This allows Sean to walk through water, including that falling from above or traverse small water-filled gaps (swimming beneath the surface is its own upgrade). To find said raincoat, I had to navigate an entire section before backtracking through the previously inaccessible areas. By having the raincoat from the beginning, I could start my new game and head to previously blocked areas. The permanent upgrades allow you to skip some of the earlier exploration to discover newer areas sooner. New games all begin the same, with Sean being told there is a debt to pay and that his friends have been kidnapped to incentivize him to get moving. All permanent upgrades remain, and all items in your inventory remain, including keys found. I did notice that, across playthroughs, your friends’ location is randomized. The exact spot you found them previously remains the same, but the friend in said spot is different. Foodie was first for me but by my fourth playthrough, he was in a brand new location that I had yet to even explore. As I said previously, the abilities provided by the friends can aid in your exploration, but there is always another way. There are also time-specific events that can be found in your new playthrough, requiring you to be in certain locations at a set time. This can dictate actions early on if you think it is worth doing. I have seen 4 of the 8 possible endings so far, but I have a plan for my next run already set in motion (in my head, of course). The Good Old Days is an exploration-based Metroidvania that seeps nostalgia from its pores. Fans of The Goonies and fans of NES-styled games are in for a real treat here. As combat is not at the forefront, this is as close to a cozy game endorsement you will be getting from me. It was fun to explore everything without fear of dealing with obnoxious combat-related deaths. I admit, I was concerned when I rolled credits the first time, but after starting up a new run, I was super excited to proceed with my eventual third, fourth, and fifth runs. If you can help Sean pay back the 30k and call it quits, more power to you. Seeing the memories screen on the main menu with lots of ??? was more than intrigue to get me interested in jumping right back in. The Good Old Days is available now on PC and consoles. Full review with screenshots can be found at https://www.deargamers.net/reviews/the-good-old-days-review
🌟 時間と運命に挑む、レトロでハードコアな2Dアクション 親の借金返済までわずか14時間!限られた時間で地下世界の財宝を掴み取れ! 本作は、2Dアクションゲームでありながら、 タイムリミット、ローグライト的な引き継ぎ要素、 そして癖の強いキャラクター切り替えが特徴の作品です。 ⏳ タイムアタックと周回が織りなす独特なシステム切迫した物語 プレイヤーに与えられた猶予は、なんと当日10時から24時までのわずか14時間。 この時間内に地下世界で財宝を見つけ、借金を返すという、 他のゲームにはない時間制限が物語の核となります。 複数回周回することが前提のゲームで、 借金返済のルート自体は慣れれば数十分で達成可能な設計であり、 周回プレイを促します。 アイテムのみが次周回に引き継がれる仕組みは、 周回ごとにプレイヤーを強化し、「ローグライト」的な達成感を味わわせます。 🤝 個性的な仲間と厳しい操作性キャラ切り替えアクション 4人の個性的なキャラクターを切り替えながら、 地下世界の様々な障害を乗り越えるパズルアクション要素が楽しめます。 操作性には難があり、「慣性がつく割に、非常にシビアな操作を要求される場面がある」ため、 プレイヤーには高い集中力が求められる場面があります。 体力が0になってもゲームオーバーにならず、時間を少し消費してリスタートできる点は、 切迫した時間制限の中で救済措置となっています。 一部の敵の行動パターンが極めて厄介で、プレイヤーのストレスになりがちです。 壁無視の虫: 視界の悪いエリアで、光る地形から外れると壁を無視して体当たりしてくる虫。 全方位攻撃の猿: 後方から近づくのが困難な地形では、全方位攻撃を連打してくる猿。 地形と試練: 地形を無視して飛んでくる即死攻撃エリアや、 「二度と入りたくなくなるほど難しい」試練の間など、 一部のエリアの難易度は非常に高く設定されています。 プレイヤー側の攻撃がすべて癖のあるものばかりで、 敵の攻撃に対し反撃しづらい場面が多い点も、難易度を押し上げています。 一部のボスは、特定のキャラクターの攻撃しか届かない位置を動き回るため、 パーティ内のキャラクター間で「役立たず」が生まれてしまう設計も残念な点です。 🐛 総合評価:バグと操作難が残した大きな課題バグの多さ: 残念ながら、暗転フリーズ、UI消失、カメラ固定、モーション不発、攻撃判定の欠如など、多種多様なバグがプレイ中に発生し、没入感を大きく削いでいます。 最終的な評価: 全てのバグが修正されたとしても、「敵と比較してプレイヤー側の攻撃に癖があり、キャラクターコントロールが難しい場面が多い」ため、 現時点ではあまり人におすすめしづらい作品と言わざるを得ません。
The game’s got some solid potential. The visuals and gameplay have their charm. That said, it still feels a bit rough around the edges. Movements can be kind of janky, and some visual cues are easy to miss. Still, I’m giving it a thumbs up for the overall vibe. It really gives off that classic Earthbound feel on SNES.
トゥルーエンドに到達し、全実績を解除するまでプレーしました。 キャラクターやストーリー、BGMが素晴らしい作品です。 グーニーズライクなアクションゲームで、おっさん世代には突き刺さるのでお勧めです。 グーニーズを知らない若い世代の方もメトロイドヴァニアゲームとして非常に良いのでお勧めです。 トゥルーエンドに至るまでに数回周回する必要がありますが、金貨や金塊がダンジョンの至る所に落ちているのでクリア目標金額に達するまでさほど苦労しません。 ダメージ無効アイテム(防寒着やブーツなど)やNPCとの交換アイテム(宝くじなど)は周回時に引き継ぎ可能なので、自分のペースで少しづつ攻略できます。 なお、周回ごとに重要アイテムが入った青色宝物庫の位置が変わったり、助け出す仲間の位置がローテーションで変化するので、毎回新鮮な気持ちでプレーできるのが非常に良いです。 操作が少々難しく、アクションが苦手な人には厳しいかもしれませんが、非常に良いゲームなのでぜひ最後まで頑張ってプレーして欲しいです。 2025年11月2日現在で気になるバグがありますが、開発元が熱心にスチーム掲示板を確認して対応してくれているのでもう暫くしたら解消されるでしょう。
It's a Metroidvania that encourages replayability and gets deeper the more you do, and it also plays like a dream.
A fun game, with the only minus being the unfortunately stiff controls that make any precision movement a chore.
I played the demo before buying and the content is very generous, perhaps even overly so. The pixel art, music are a big plus but the controls and story are a bit lacking. The goonies reference is cute and I admire the inspiration. Get it for the vibes and a good time.
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