
As a strange being from beneath the ocean, discover the beauty of the surface world. What relationship will you have with the humans? Can you survive? Will they?
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English
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
[i]I received this game for free from Future Proof Games[/i] A lovely remaster, you can feel the care in this indie game. A run-through takes about 5 minutes, a few minutes longer if you are testing everything (that is half the fun after all). There are 5 official endings to discover so expect less than an hour of gameplay. [h1]Additional Details[/h1] [table] [tr] [td]Operating System[/td] [td]Ubuntu Linux 18.04 x64[/td] [/tr] [tr] [td]CPU[/td] [td]Ryzen 5 1500x[/td] [/tr] [tr] [td]GPU[/td] [td]GTX 1050, nvidia-410.104[/td] [/tr] [tr] [td]Game Saves[/td] [td]Unnecessary[/td] [/tr] [tr] [td]Notes[/td] [td]It takes longer for cards to drop than to 100%[/td] [/tr] [tr] [td]Technical Notes[/td] [td]Unity game engine, no problems[/td] [/tr] [/table]
overall a short but very good casual game for in between. can recommend it. very cool pixel graphic. the price of the game is in offer -10% alright.
It is always a joy to see another of the many classics from back in the Flash days of gaming be brought back and improved upon, given that I have a certain fondness myself for various titles over on Kongregate when it was still a beacon of activity for many young gamers and other video game enthusiasts. However, as you'll find later on in this review, I am left with some mixed feelings on how to approach whether to recommend this game as it currently stands, regardless of the nostalgia I have for it. Before I begin to make my case about this indie from a long-gone era of the early Internet and what makes it worthwhile purchasing as well as any points of contention that goes against it, I should preface what this game is all about. Created in 2008 by solo game developer Gregory Weir, The Majesty of Colors sees you taking control of a cosmic horror creature of all things however, in a spectacular twist on the whole genre, this game presents the premise of how this supernatural entity would engage and interact with other regular human beings in a much more colourful and wholesome direction that certainly helped make it stand out from the crowd of Flash games even back then! On the note of how you interact with the world as a whole, this is done by pointing the mouse and holding the left-mouse button to bring forth the tentacle and direct it towards any objects or creatures of interest by means of having the tentacle latch onto whatever that may be. Since the game gradually introduces you to the world by first beginning with a rather calm and serene scene before having you slowly engage with the humans as how you go about this is up to you and will decide what path the tentacle creature is taken as The Majesty of Colors features five different endings that the player can attain throughout the time spent with this game. Although perhaps not something that everyone will value, I must say that this indie manages to capture quite the special kind of 'atmosphere' when playing it, by which I mean it is one of those indies that is focused less on challenge or strategy but instead one where you can immerse and lose yourself in the world that the developers have created. Though usually reserved for certain triple-A titles that have the best of graphics and a top-class budget to boot, some indies manage this quite effectively in their own little ways and I find that The Majesty of Colors, however short it lasts, certainly does leave a rather fond impression on the player as far as how it tells its story in that charming retro pixel style that many have come to love, even in the many years since with indies having further evolved with beautiful artstyles and stunning visual effects despite still retaining the pixelized graphics in that wise lesson of "less is more" as far as leaving small gaps for the player's imagination to fill in! Now all of this sounds good as far as bringing back one of Flash's most creative indie titles goes, however when I point this out as being a 'short and sweet' experience for many to quickly dip their feet into without fear of needing to sink a considerable amount of time to fully appreciate the game, I say this beyond the usual extent of what some would find to be 'acceptable' as far as titles that aren't just provided for free here. To clarify, I already knew going into this that it wasn't the type of game that you would spend long with, however never have I [b]EVER[/b] had the issue of already being finished with a game before having collected all of the card drops available for a Steam title that offers those cards for badge crafting! Now it would seem though that The Majesty of Colors has proven to be the exception to the rule as I had completed the game in just 35 minutes (another 5 or so if you count reading the notes section by the developers as part of the remaster additions) and had to wait another half an hour before getting the last of the cards whilst I began writing up this review. This is primarily said to hammer in the point that the Flash game era had its limitations, though seeing that they were free for anyone to play alongside some of them genuinely being great for the time I was largely able to ignore any notable flaws at the time. However, given that the remaster of The Majesty of Colors is charging not just the minimum required of £0.89 by Steam but a noticeable step-up to £1.69, I have to question how much value one will get if they hold no nostalgia for either the Flash era of gaming or simply aren't fans of the more 'experimental' types of creative games as seen here. Though I will defend the pricing to a degree by going over the improvements made with this remaster, seeing as this was entirely built up from scratch based on the foundations of the original Flash game. The noticeable changes I've seen are the physics being more fluid and dynamic compared to the original's more rigid version, adding new special effects and improved audio over the Flash game alongside a more intuitive user interface that makes the gameplay experience more seamless on top of developer commentary via the notes I spoke of earlier that I greatly appreciate getting that additional insight from them. So whether or not to buy The Majesty of Colors Remastered? Truth be told, I'm rather conflicted on this as the actual game itself (despite how short it is) was a nice revisit to go back to and experience once more after all these years. Yet paying this much in relation to how much content you're actually getting out of it makes it a tough choice on a full recommendation since another Flash game I played back on Kongregate, Sprout, arguably does this better even being a straight port as opposed to being an improved remaster, as one can download this for free here on Steam if they are keen to try it out for themselves. (I'd say to check the reviews, seeing as I've yet to play this port myself as of making this review, although being offered for free is something I can give some leeway towards) https://store.steampowered.com/app/758530/Sprout/ My personal advice though, as far as this game is concerned, is to wait until the Steam Sale comes around for a good discount to buy The Majesty Of Colors at as, although it's a fairly decent game at heart, the amount of content lacking for even an intended short game makes it something you'll want to make the most of when the price for it is right. TLDR Version: • Presents a colourful world with a fascinating juxtaposition of controlling a Lovecraftian-inspired tentacle creature to interact with the inhabitants (+) • The new remaster of The Majesty of Colors features improved physics and audio alongside new visual effects to enhance the experience alongside new developer commentary (+) • Provides the player with five different endings to encourage replayability and offers experimentation with how to achieve various outcomes that determines the cosmic creature's fate (+) • Although offering a unique gameplay experience that is short and sweet, The Majesty of Colors is particularly short-lived and can easily be beaten under an hour at even a casual pace (-) • The price point of £1.69 is a particular issue given the above criticism as standards have risen since its initial release back in 2008 and the lack of content makes it a hard deal to accept for some (-) • Simplistic gameplay that offers plenty in aid of immersing the player, however will not appeal towards anyone looking for more depth to their game mechanics (-)
Je joue sur Linux. Version Linux : excellente. [h1]Le jeu[/h1] Le monstre marin découvre de jolis ballons, et ce qui se passe à la surface. C'est pixelisé à mort et les animations sont étonnamment bien faites. C'est court, très court, chaque session de jeu dure environ 5 minutes. Il y a plusieurs fins possibles à découvrir, toutes les atteindre vous prendra environ une demi heure. [h1]Rejouabilité, achievements[/h1] Quelques achievements obtenus sans aucune difficulté. [h1]En bref[/h1] Une courte expérience, pas déplaisante ma foi. [h1]GNU/Linux[/h1] La version Linux est excellente, je n'ai rencontré aucun problème. OS: Linux Mint 19.3 x64, MATE edition. Hardware : i7 7700K OC@5Ghz, Nvidia 1080GTX, 32GB ram. Screens : Dualscreen, 1x 4K & 1x 1920x1200, un seul screen X.
The Majesty of Colors was one of the first ‘art games’ I played; it was released in 2008 when pixel art flash games were having A Moment (Jason Rohrer’s Passage was late 2007; Daniel Benmergui’s I wish I were the Moon was mid 2008) and it was my favorite of the bunch; I even fit it into the independent study project on narrative in video games that served as the foundation for my book. It sees you play a long-slumbering undersea tentacled horror, who wakes to discover the wonders of the human world. You can make a series of choices about whether to help or hurt the humans as they swim, fish, and even try to evade sharks. The Remastered version, released in 2018, makes no substantial changes; its main purpose is to rescue this classic from the death of Flash and make a few small changes, including some welcome accessibility options. Ten years later, the game feels a bit slight (it takes a few minutes to play through each time, and its focus is more on evoking a certain emotional landscape than providing real depth) but it’s still perfect in its own little way, one of the games I’m happiest to introduce to new gamers, and I’m delighted it will be available for future generations to play–even if I worry that, in the devalued landscape of indie games, nobody will pay $2 for an old game where you can see all the content in 15 minutes.
I played this game over a decade ago and was amazed at the love and thought that went into it. This game is like a poem. Its very short but it is a thing of beauty. I suddenly remembered it today for some reason and was delighted to discover that it was ported to steam since flash games have become obsolete. The remastered version has a lot of additional improvements and QoL changes that make it even more beautiful. Totally worth the $2, sad its so short when it has so much potential but at least it never over stays its welcome.
This is really cute. Took me about 15 minutes to 100% but it was pretty unique. If you like short experimental stuff I think it's worth a go.
It's a cute little flash game I remember playing back in the 00s, when the flash game scene was still a thing and dozens of new flash games would be released on Newgrounds on a daily basis. It's cute. There's not much to it, but it's cute. I found all the endings in less than 30 minutes, and a single playthrough takes maybe five minutes. The game costs 1.59€ at full price, which honestly is a bit too much - I paid 70 cents for it on a sale and that's more appropriate for this tiny little game. You can probably find the original Newgrounds release of this on a flash game archive (♥♥♥♥ you Adobe for killing off Flash), this Steam release is only there to support the developer with a little donation. It's cute, it's nostalgic, it has that typical "home-made" flash game vibe, so I decided to toss the developer a couple of cents in appreciation. Flash games were an art form, and this is a great example of it. Oh yeah, maybe some words about the actual game... you're a weird deep sea creature with a long tentacle arm. You use that arm to grab stuff: colorful balloons, people in boats, fishes, and bombs if you piss the humans off and they decide to destroy you. There are a handful of scenes in the game, each with multiple endings based on what you do. Will you help out a couple of fishermen, or will you toss them in the sea and drown them?
pixel grafik adam öldürmece sanırım biz ahtapotuz
It's a cool and unique game concept, but there are some really serious UI-related flaws. First of all, the shore isn't actually solid (in the same way that, say, boats are). If you bring a human to the shore, they will, in reality, be in the water that apparently exists *behind* the shore (which you can't see). Even the buildings on the shore aren't really solid, or "there" in any meaningful sense. You can't drop a human on top of them, they'll just get dropped behind them (into water you can't see). Second of all, the helicopter needs some serious work on like...clarifying UI. It took me forever to figure out that you're supposed to actually drop the child *on top* of the helicopter (like, where the spinning propeller is) in order for the child to supposedly get inside of it. A ladder occasionally shows, but not only does it keep disappearing, but the child is incapable of climbing it even if you release the child *right where it is, when it is deployed*. Also, the helicopter was off-screen for me for a large portion of the time I was trying to get the child to it; I wanted to keep the child as out-of-reach from the sharks as possible, and knowing I couldn't leave the child on the shore (since that would functionally mean the child is still in the water), I tried to keep them as high above the sharks as possible. With the helicopter off-screen and the child unable to climb the ladder even in the rare times it appeared, I had no idea what to do. I know there's a story-related reason that the helicopter is a little hard to access, since the pilot is scared of the player (which makes sense). But it would still be better if the child was able to actually climb the ladder; either that, or simply have no ladder, so I know to drop the child right on the helicopter instead of trying to get them a little below it so they could climb the ladder that appears (leading to the child falling). It's really counter-intuitive to drop the child *on top* of the helicopter, especially since the ladder occasionally appears below it, and obviously being dropped on top of a helicopter with the propellers turning would kill any human in real life. I wasn't even sure if I had been successful in saving the child until I saw the text that followed. That being said, the game concept is interesting, and I like how it has a kind and somewhat whimsical approach despite the fact that you play as a creature who is ostensibly "scary". It's definitely worth a try, though I hope the devs can fix some of the really unclear things with the UI that I just mentioned.
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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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