
Tide Up is a rather dark and gloomy adventure game. Accompany the girl in a dreamlike world of wonder. Collect the pearls scattered around the world and help the girl escape!
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Languages: English, Japanese, Korean, Simplified Chinese
Engagement
Reviews
Themes across 41 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
地图设计真的惊为天人,各种地图互相串通,真的设计的非常棒。然后就是带入感和氛围特别棒。解谜难度适中,就是隐藏太难找了,属于不看攻略(感谢指南里的大佬,特别详细,如果能搞一个收集合集就更好了)基本找不到的那种。哈哈,唯一想吐槽的就是这个字体,太离谱了,根本看不清字,然后就是翻译还是不到位...导致剧情我看到有点云里雾里,好像就是一对姐妹,父母离婚,母亲改嫁,此外母亲有点神经质的感觉,会家暴姐妹俩,然后不知道啥原因吧,姐妹间也有争吵,然后就是姐姐上吊死了...不知道是妹妹的原因还是什么情况,反正我是知道游戏很多意向都有暗喻,比如贪婪的猪,不知道是代指母亲还是后爹。由于这坑爹的字体和翻译,有点看不懂...还有照镜子存档是暗示啥呢...我准备去找找评论看看科普... 总之还是很不错的,我真是太喜欢rpg maker做的游戏了。
꽤 잘 만든 게임 이벤트가 끝난 장소를 한번 더 가보면 아이템이 떨어져 있는 경우가 많으니 시간을 들여 맵을 핥아보세요
망치 나가신다!!!!!
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Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
Hours played at review time, across 41 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Really unique and creative playthrough, i love how everything changes around you throughout the game without you even realizing it, until you walk into a room you had previously and everything has changed. also i like all the hidden messages. definitely would recommend. creepy, meaningful, and fun.
Really Great game!! its a bit short but thats okay. the dreamlike atmosphere is also good and eh i like it!
game gg keren, story gokil.
은유로 가득한 꿈을 여행하는 게임. 트라우마의 심해에서 헤엄치는 느낌의 분위기가 정말 좋습니다.
Really intriguing and well-made RPGMaker horror. It's got a surreal vibe, a bit like a blend of Yume Nikki and Silent Hill. The art looks good and matches the mood, and I liked the open world and how many secrets there were to find. The story is well-told -- certain events are obvious, but the protagonist's backstory is subtly inferred. It's not so vague it's all meaningless, but neither is the story just spoon-fed to the player through lore-dump notes or excessive dialogue -- the ideal balance. I have a few criticisms regarding some of the boss fights. One of the things I struggle with in RPGMaker games is the need for precision -- the dev can easily make it so there's no room for error, which can make certain sequences really tedious. Three parts I had trouble with were the house basement chase sequence , the third stage of the final boss and the patrolling searchlight guys in the shipwreck. In the basement chase, I kept getting caught on something around the final book case push. The character just seemed to freeze up and wait for death even though I still had seconds to spare before the darkness reached me. When it came to the final boss, the final stage was just aggravating. You're pursued by two tentacle monsters in a tiny arena full of awkward corners and obscure paths to get stuck on. The tentacles are constantly homing in on you, and their path-finding was often better than my panicked juke attempts leaving little opportunity to do damage. Any distance I gained was quickly lost as I tried to navigate back to the damage zones. One mistake on a corner and you're down two health. It was...not fun. Finally, the shipwreck area. The first monster was straightforward, since you have a bit of visibility. The second room was pretty much pitch black. I walked into the monster's arse or got caught by his light embarrassingly close to the locker so many times before I made it through. By contrast, the elevator boss was good. Interesting mechanic, a little stressful but not unfair or unmanageable. I also enjoyed the puzzles, though some of them (the sister's photograph for example) felt a little too easy. Overall, I enjoyed the game.
게임은 어렵지 않고 재미있습니다. 다만... 그놈의 히든은 진짜.. 다 좋 쳐버리고 싶어요
Прикольная игрулька в жанре хоррор)))
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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