
Join Cinnamon on this 3D platforming adventure, and rescue his captive Red Panda family from the evil Wu-Long and his band of Snow Leopards! Create your own platforms and attack enemies using an innovative shield-throwing mechanic, and collect items across multiple unique environments!
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Languages: English, Japanese
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This belongs on itch.io, not Steam.
This game is actually pretty fun. It has easy to learn platforming and fighting mechanics. The level design is very creative as well.
Bu 3D platform macerasında Cinnamon'a katılın ve tutsak Red Panda ailesini kötü Wu-Long ve onun Kar Leoparları grubundan kurtarın! Kendi platformlarınızı oluşturun ve yenilikçi bir kalkan fırlatma mekaniğini kullanarak düşmanlara saldırın ve birçok benzersiz ortamda öğeler toplayın!
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Concurrent players on Steam, sampled daily since tracking started.
Hours played at review time, across 37 reviews with recorded playtime.
I pretty liked this game but there was pretty much glitches and bugs. Simple graphics and good movement.
TENTATIVELY OBLIGATED to rate positively because devs hid something behind the waterfall. Edit/update: The Way of Cinnamon feels like a short debut project or demo that's conceptually endearing, but a little rough around the edges when it comes to execution. A cute red panda on a mission to save his sister from an evil snow leopard? Yeah, this is the stuff of Saturday morning cartoons. It's a plot cliche, it's promotion of native Chinese animals, it's madness that works. I still think the character artwork should be refined further. The low poly art style is fine, but take a look at Clive 'N' Wrench for comparison: 2014 artwork [url=https://bit.ly/35a42wX] [/url] VS 2020 artwork [url=https://bit.ly/2Kv1nUX] [/url]. The environments are also pretty bland, due to lack of detail (it's mostly trees, snow, grass, and rocks) and a dull colour scheme. It's missing flowers, bees, little insects, burrows, the kind of stuff that makes a difference between something flat and a game that feels like it's alive and breathing. Next on the list to improve is music. The trailer music on Steam is amazing!!! What happened to it? Why is it not featured in the actual game, or compositions of that calibre? I would have loved traditional folk tunes like that in the three levels The Way of Cinnamon offers. Cinnamon's jump move sound needs to sound more 'springy' or like a '[i] boing! [/i] instead of what it currently is. His movement animations could also be polished, especially the jump. Cinnamon tends to get stuck in that frame when leaping onto certain objects without breaking out of it until you move him away from the object. Fixing these issues would give the game a much smoother feel overall, and make gameplay more fluid. Better feedback from enemy/AI when dealing damage would also be beneficial. For instance, Cinnamon jumps onto beetles, and they change colour to indicate they've been hit, and remain that colour, then speed up and come rushing after you. The colour change should have much higher contrast, and there should be more visual clues (eg sparks, cloud) that indicate temporary damage (eg you've dealt some damage but not completely killed this enemy). As some other reviewers have posted, environmental lighting should also be enhanced, particularly in the caves level where it's difficult to see between ledges. The final boss battle against Wu-Long was unclear. I thought I had to directly attack him and kept trying to jump on the roof, frustrated there was no way to reach there (no double jump, shield wouldn't allow me to jump high enough). Then I accidentally figured out you had to throw your shield at the beams, but there was no sign or clue suggesting this. Many bosses have that 'slow down' phase where they change colour or completely stop moving to indicate vulnerability/a chance for the player to attack, and for a rooftop boss you can't attack with arrows or any airborne weapon, much clearer visual language is necessary. In conclusion, not a bad effort for 9 months of work, but I would really like to see The Way of Cinnamon updated and improved. #3DPlatformerRenaissance [url=https://kkatlas.wordpress.com/2018/05/23/3d-platformer-watchlist/] [/url]
movement is stiff, platforming is easy, the game is super boring and riddled with bugs. but jumping forever is fun so 3/10
This game feels like an unfinished prototype. Animation is lacking on enemies and allies. The enemies just disappear instantly instead of fade away or explode or do something to give you the satisfaction of killing an enemy. Game likes to register me as falling. The shield weapon/platform should have two buttons instead of one (attack vs. setting up platform). Sound effects don't match the actions taken. Game feels lifeless. Couldn't stand for more than 10 minutes. Feels like Fur Fun all over again.
The audio on this game is very repetitive and once you get to any bumpy section it become unbearable. On any uneven surface the game registers you as jumping/falling and plays the sound byte for that action for every single dent. It's an ear ache to listen to it.
Made by a team I knew in college for their final, shared for free. Can't beat free.
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.
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