
The Madness of Little Emma is a difficult action platformer with roguelike elements. Featuring over 250 items with insane synergies, varied enemies, and numerous secrets and mysteries to discover.
Modeled estimate, not a reported figure. How we estimate →
Media

About
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English**languages with full audio support
Engagement
Hours played at review time, across 51 reviews with recorded playtime.
Reviews
Themes across 51 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
I love and hate this game. It's simple and very challenging. In the same vein as Isaac but I believe it to be harder due to controls and the masochistic programming of it. Like - why do I go through the entire game getting green herbs and they have positive effects on me to getting to the last level, finding one and it taking health away from me? Makes no sense. Unless this is a feature of the game I think there could be some smoothing out of issues like this. Not cool to feel punished for doing what the game has taught me was a good thing.
Новый взгляд на игру "The binding of isaac". Взгляд, под несколько иным углом. Мы не убегаем от мамочки, напротив, мы идем в гущу событий, чтобы спасти пропавшего брата главной героини, девочки Эммы. Перед нами платформер, во многом имеющий уже знакомые и полюбившиеся элементы в Исааке, а есть и что-то свое. Так как это платформер, играется все несколько иначе. Например, здесь нет провалов, которые нельзя пройти, зато есть места, куда без паверапов не запрыгнуть. Взрывать надо не булыжники, а каменные стены. Вместо таблеток тут цветы, но активируются они при подборе. Всадников апокаллипсиса, здесь заменяют времена года. Но черт возьми, эти упыри намного опаснее всадников, особенно весна. Что удобно, вы всегда можете выйти в меню и не только посмотреть чего вы там понабрали, но и краткую информацию о каждом предмете(что дает, его плюсы и минусы). Так же есть шкала сумашествия, на нее влияет подбор некоторых предметов или "копание в трупах". Сама шкала кажется влияет на концовку. Есть возможность играть как "казуал", либо как "ладдер". Во втором случае, количество заработанных вами очков будет отображаться слева и возможно, при должном усердии, попадет на доску почета. В общем и целом, довольно качественный проект. Приятная музыка и графический стиль. Никаких сбоев или вылетов, за время игры. И что тут говорить о ассоциации с Исааком, когда псевдоним/имя разработчика (Bartosz Bojarowski) ассоциируется с Danny Baranowsky
got this on 0.90$ sale. pretty good but nothing too special. its alright, but its not that fun after you beat the normal game; i've only played arena after that. still good though
11\10
TMoLE is not just an Isaac ripoff; it's an Isaac ripoff that pits everyone against each other in super-competitive ladder mode, where people chase after #1 like it's a Willy Wonka golden ticket and then sit on it, preening their feathers in the nucleus of the circle of attention for all to see. I was in that circle of attention for about 2 weeks, and it was OMG-ly amazing, until some hardcore superfocused ADD-Rainman-savant came along and displaced me. Now, just a handful of months later, the current high score is closing in on twice my high score as #1. Games that do not make you feel differently aren't games. TMoLE made me feel three separate emotions during different periods of my playing it: good, bad, good about feeling good. I'm okay with all of that. I wish more games impacted me that much.
Every run can end with just one unbalanced room. Basic enemies suddenly shooting at high speed through the walls is something that can just happen, have fun. Even if RNG wasn't this bad, the game still has awful movement, cheap enemy/boss design and a bunch of other problems.
Não sou de jogar jogos single player por ser fresca, mas Madness of Little Emma é maravilhoso!! Estava querendo comprar o jogo desde que apareceu na lista de recomendações da Steam e não me arrependo nem um pouco de ter adquirido ele. Tô viciadíssima.
This game really wants to be The Binding of Isaac. There was a good amount of effort put into making it and I did find myself wanting to keep playing at times, but it really lacks polish. Character movement feels a bit too fast for precision but too slow to navigate some of the more obnoxiously designed rooms with way too many walls that form labyrinthian paths to the next room. Character progression feels slow and unrewarding, and you'll feel underpowered in most runs. There's a pretty large pool of items but so many of them have underwhelming effects so the few items that the game gives you in an average run barely give you any power. Too many similar status effect modifiers and worthless active items, and not enough damage. The game is so stingy that you'll be lucky if you find a damage up after two floors. It doesn't help that a lot of enemies are really spongy. There's even a few items that are so bad that they can end a run on their own. A significant number of chests spawn on top of large rows of spikes and low ceilings so you're pretty much guaranteed to lose life trying to get the items inside. There's also chests that are only reachable by bomb jumping. The game does not drop enough hearts to compensate for the forced damage chests. It's usually not even worth it to try since chests barely give anything good. A lot of them only give 1 coin or 1 half-heart. Consumables don't drop enough in general. You only get enough coins in a typical run to maybe buy two items from shops, and that's only if you avoid using active items altogether, which have coin costs that can go up to 4 coins per single use. There's an optional secret area that only spawns if you're holding 50 coins and you'll most likely never see it unless you play the character that starts with 30 coins and still avoid buying items. Some enemies and projectiles are hard to see in some of the later areas. Red orbs on a dark orange background or pale homing skulls on a light brown background, and the same skulls also look exactly the same as some projectiles that are created by player items so you don't even know which are good and which are bad sometimes. Arena challenge rooms can spawn enemies a few pixels away from you so you have no time to react, or even directly on your character if you're playing the flying character. The flying character gets stuck on slopes instead of moving along them. Multisegmented bosses can have a trawl effect on each segment that instantly wipes out your entire inventory of consumables. Regular enemies can have that modifier, too, so you tend to lose your bombs and coins a lot but at least you have a chance to save a coin or two in regular rooms. The mouse isn't locked to the game window in Windowed Mode. You can't rebind the bomb key for some reason. A room in an early area that can spawn a dozen high HP mobs in a small space that fly through walls closing in on you, is almost guaranteed death on most characters. There's bullet hell rooms that are near impossible to survive in, made worse by your imprecise movement. Mini bosses with modifiers that can immobilize you in said Bullet Hell rooms. There's a bunch of rooms in general that feel like trollish traps that are almost guaranteed to end a run. You can't skip them, and it wouldn't matter anyway because you don't know which rooms are death traps until you enter them. 90% of the rooms in this game are brain dead easy and a dozen or so that are so ridiculous that you'll lose 5 full hearts just trying to get a couple hits in. Enemy bullets have infinite range but your character's shot range is very short. Sometimes it's impossible to even get near an enemy because there's 3 or 4 enemies near the ceiling that never stop shooting an absurd amount of projectiles, and you're just stuck in a corner inching back and forth to dodge the unending barrage of projectiles. I had a lot more fun in the separate Arena mode than the main mode since it's a lot more generous with its items and buffs, not to mention you get a choice of multiple items instead of getting stuck with whatever garbage RNG throws at you in the main mode. There's item synergies and special item interactions in this game but you'd never know if you only played the main mode. Finding all four Monster familiars combines them into a single, larger familiar, à la Isaac's Super Bum, that shoots large piercing lasers, for example. It feels like a lot of secrets are tied to RNG. Some of these complaints were minor nitpicks but there's definitely a lot of unfair or unpolished design that sours the entire experience. A lot of my deaths felt like they weren't my fault, and most runs aren't very fun because the game refuses to give you any damage buffs. The game could be really good with some more development time and proper balancing but I can't recommend it in its current state. It seems development has ended, though.
Nice game with good procedural generation. Lots of endings. Unfortunately, it's very difficult to get every of them.
Обманчиво простая. В интернете нет ни 1 гайда, если любите вызовы это игра для вас. Каждая комната может уничтожить любой ваш билд)
Related
Related
Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
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.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
Related
| Narcissu 10th Anniversary Anthology Project | $28.6K | 597 | 97% | $2.99 |
| Mosaic | $28.6K | 549 | 74% | $3.99 |
| Lorena and the Land of Ruins | $28.6K | 98 | 73% | $14.99 |
| Ghostwriter Workshop | $28.6K | 138 | 95% | $10.99 |
| Wunderdoktor | $28.6K | 116 | 91% | $10.99 |
| hallucination - 幻觉 | $28.6K | 204 | 87% | $9.99 |