
Play as a telekinetic gunslinger infiltrating a rebel base to find the deep space coordinates of kidnapped royalty and uncover a secret conspiracy.
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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 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
unique gameplay mechanic
Dear Miziziziz, Omg i have to say this first i love u man, your the reason i make indie games. I love ur style and your ability to craft worlds and lore along with your attitude your like the Harrison Ford of game developers. But I have seen this game years ago and creation process, and the concept was something that had a lot of potential. The weapons feel so good to shoot and the fact the color changes when you are losing ammo is one of the smartest things I have ever seen in such a obscure indie game. It really shows you have such a great grasp on design, telegraphing to the player in such a creative, visually and of course most importantly in a design way. Along with level design, were I could feel a invisible hand trying to get me to do something a certain way, but for granted, some levels it is a little difficult to see the design, but most of the time, I could see what you intended me to do. Rotoscoping is a style I love and I want to incorporate in a future project, the way you did the texture work makes them stick out amongst the background despite the enemies being a similar color. The design of the main character is slick and easily identifiable. The only negative I have to say is the hover bike section, I felt like it was very difficult , but I could just suck idk. All and all, it's a awesome game with a lot of effort and great design put into it. My question for you is miziziziz, since you have come a long way now and you've gotten better with programing, design, art etc, would you revisit this game? Try and link the lore and world with Wrought Flesh? Would you make a sequel to this that you use the knowledge from the previous game to make a improved sequel? Idk. please check it out - John XOXO
I quit [i]Theyest Thou[/i] about 1/3rd through, having only made it to the [i]"Wrench"[/i] level. The concept, the graphics, the audio, the setting, the protagonist, the writing, and even the title are all good, but [b][i]TT[/i] itself is downright painful to play[/b]. [h1][i]TT[/i] fits "up the ♥♥♥♥ creek without a paddle" to a T.[/h1] There are three design elements that - if only one or two of them were present - would probably make a fine game. The one you might think [i]TT[/i] is from watching the trailer: the one about setting up a perfect ambush or the one about [i]Hotline Miami[/i]-like stunts. Unfortunately, these three elements form together a brick wall, on which both of these potential games crack their heads. [h2]Brick #1: Your tools are weak.[/h2] Guns - when wielded by you - have abysmal accuracy. [i]"Oh Dragomok, you silly goose"[/i], I can hear you saying, [i]"of course subsequent shots from a levitating gun - that's being hurled back by recoil - would be inaccurate!"[/i] Which of course answers why the [b]first[/b] shot so frequently misses. From a body-length away. [i]From a shotgun.[/i] And accuracy from normally-held guns is not better. If it was, I [i]wouldn't[/i] have initially thought that there was a cheeky hidden mechanic that guarantees a miss if you fire a gun from your meaty arms. Your guns move in awkward manner and, obviously, shatter from getting hit [i]once[/i] - just like you,. [h2]Brick #2: Your enemies are strong.[/h2] Of course, these very same guns transform into [i]faultless machines of death[/i] in the hands of the enemies. They have pinpoint accuracy - in the [i]"BayView"[/i] level, the guard [i]across the room[/i] kept destroying my gun with the very [b]first shot[/b] of [i]the very same [b]shotgun[/b] that can't hit enemy from a step away![/i] They have inhuman reflexes - if they spot you, they will immediately shoot you, without giving you any window of reaction. They have great senses - not only their peripheral vision is top-notch, they can somehow detect when your gun floats behind them. [h2]Brick #3: From robot to savant in under 5s.[/h2] Enemies start each level doing standard videogamey routine of either standing motionlessly in place or following a perfectly looped straight-lined patrol routes. (Pretty standard stuff.) At the sound of your gun firing, they beeline towards it and attempt to shoot it. (Nothing out of ordinary so far.) However, as soon as they (very easily) eliminate said gun, they... they... You know, it feels like one of these things that's really easy to understate, so let me try again: They enter the [b]Elite Anti-Psychic Kill Squad[/b] mode. Their tactics become faultless and unexploitable. They become a bastion of difficulty that can only be broken by sheer blind luck. They suddenly adopt [b]the[/b] optimal - as in, [b]dictionary-definition, pedantic, capital-O "Optimal"[/b] - strategy within the realities of [i]TT[/i]'s mechanics to counter you specifically. (Which means they all pair up, start rapidly spinning out-of-sync, and walking in random directions. It sounds silly, but that means they [i]are[/i] able to shoot all of your guns - and finally you - before you'll be able to shoot them.) [h2]The Three-Brick Wall[/h2] Taken together, it means you're guaranteed to fail in direct combat, a tiny mistake in setting up ambush is likely to warrant a restrat, and the ambush itself is likely to fail without a chance for recovery. Virtually all games with adversarial challenges I've ever played can be thought as an obstacle with some crack in the armour that you can exploit. That is, when you're given faulty tools and pitted against superior enemies, you can at least overcome them with fast reflexes or superior tactics. I can't seem to do that here. [b][i]TT[/i] feels like it's all armour, no crack[/b], and playing it brings no joy, only frustration. [hr][/hr] {PS. There's also a [b]keybinding[/b] complaint. While changing the keys is fast and easy (with no needless prompts about duplicate keys), it turns out you can't change the keys for weapon slots [i]and[/i] all button prompts show only [b]default[/b] keys. Which is an odd mix of exemplary and incompetent.}
creative art and lore gameplay felt refreshing and intuitive while playing it feels natural to levitate guns sometimes game controlls crumbled while trying to manage my guns i wouldnt complain about more customization with the controlls and one or two achievements
BRUTAL.
Very fun, Neat concept and short but sweet game play. Only problem is that it was a little hard to process everything visually. Also, I love to see someone making games with Godot out in the field.
There was only one problem I ran into in the game: sometimes when you die you lose all your guns and equipment slots, but it always fixes itself after resetting a couple times.
An elegant stealth shooty game. I liked the levels that made you split your attention between controlling the gun and the player.
Good, but short. Fun, polished, and imaginative. A few hours long, but a fun few hours.
Reminds me of flash or game-jam games. In a vacuum it's a nice game, but it is being sold for more than a dollar. You would think it's not that much and you would be right, the thing is, there are a lot of GREAT games way cheaper than that. For example, I just bought Ruiner, Witcheye, VVVVVV, Gato Roboto and Reigns. All of them cost under a dollar on sale (In my region). For what feels like an unfinished game, this is a ripoff. I dislike the level design that seems to lack focus. There's too much space, ammo, weapons without any way of exploiting them because there is too little enemy and environment variety. The whole game revolves around just one mechanic, that's cool, it's a nice mechanic, it's just not taken advantage of. The dialogue need to be expository for the way the narrative has been decided to be communicated in terminals, I feel that is not at all an elegant solution. Even though I enjoyed all the little puns. I don't mind the length of the game, I care about the quality and I think it is not there. I have to say I love the developer, Miziziziz, enough to know how to write his name without looking it up. Go play his other games. Endoparasitic is very well known for it's great survival horror take; Camelot 1000CE seems great and he's about to launch a new game The Lurking Fear. He also has an Itchio page with other great games, some free.
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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.
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