
In To Be Headed Or Not To Be, you and a friend will have to use your heads, both figuratively and literally, to solve enigmas and challenges in order to escape the mansion.
Revenue comes from in-game items and microtransactions, which our price-based model doesn't estimate. Copies below reflect the player base, not paid sales.
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Stats
Languages: English
Engagement
Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Good game, challenging puzzles. The bad reviews are skill issue. It's somewhat frustrating, but that's part of the fun.
To Peak Headed Or Not To Peak
I really enjoy playing this — whether I’m the one heading or not, it’s always a fun experience. That said, it can be really tough at times, and it’s a shame that not many people play it anymore. It’s one of those games that’s both rewarding and exhausting, but I still love it for the challenge.
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Trends
Concurrent players on Steam, sampled daily since tracking started.
Hours played at review time, across 40 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
[quote][b][url=https://en.wikipedia.org/wiki/Asset_flip]Warning: Asset Flip![/url][/b] "To Be Headed Or Not To Be" is one of literally thousands of creatively bankrupt asset flips infesting Steam and lowering the average quality of all video games everywhere.[/quote] This is just a bunch of Unreal Marketplace/FAB assets dumped on a basic multiplayer escape room game blueprint. The skeleton assets appear in a lot of different games, it's obvious this is just an asset kitbash and that was almost certainly a leading cause of failure... gamers can smell an asset flip a mile away. So, "To Be Headed Or Not To Be" is partially or completely made up of stock assets, "borrowed" from asset stores and free asset websites. Little, if anything in this game is the creation of the "developer". While there's no up front price for this asset flip, the other problem with asset flips is that when developers aren't capable of doing their job and creating high quality assets, it's also true they can't do any of the rest of the job of a game developer either. That's definitely true for "To Be Headed Or Not To Be", and this kind of asset flipping never results in games that have quality or value for PC gamers. So, "To Be Headed Or Not To Be" is an (effectively) dead multiplayer game. Why did it fail? It's video game autopsy time! The chief cause of failure is the developer thinking that their game will "go viral" without actually creating any reason for it do so. Competition amongst multiplayer centric games is extreme, and there's only a finite player base to appeal to. This game failed to reach any kind of critical mass and died as a result. Let's go into some of the reasons this particular game failed to appeal to gamers, despite the zero up front cost. The game graphics look better than you might expect, but that's just because it looks like some or all of them are "borrowed" from asset stores or wherever. Gamers can tell... and it comes across as insincere. There's also the old adage that those who lack the budget and talent to make their own game assets usually lack the budget and talent to do the rest of the job of game development properly, too. You're forced to sign a highly questionable yet legally unenforceable End User License Agreement... for such a relatively low effort, low quality product, this comes across more as a delusion of grandeur than anything else. This agreement includes questionable requirements that may attempt to revoke consumer law protections that gamers expect to have, which is also highly problematic. Developers must learn they are here to serve gamers, not control them. I had my cat walk over the keyboard while the EULA was displaying, which fixed that problem for me. This game is fairly dated at 6 years old... and even back then it looked old and busted compared to contemporary, professionally made 3D games of the same period. It looked bad then, it looks worse now. Now on to pricing and value for gamers. There's no initial download price, but the developer was charging $8 USD for this. Price barriers, especially on low quality products, can be a direct cause of failure. It seems like a nice gesture for the game to have no up-front cost anymore, but it also tells us that the game wasn't good enough to succeed as a paid product. This is also a bit of a slap in the face to anyone who showed enough questionable judgement to pay money for this... nobody got refunded. In terms of public reception, this failed to appeal to the 130 million+ gamers on Steam. SteamDB showed the game peaked at just a dozen or so concurrent players, and now there's basically nobody playing it. Even though it's free. This is a dismal public reception, but it's easy to see why gamers rejected it. Bearing in mind that free games don't add +1 to your game collector count, should you bother adding this to your library and downloading it? Nope. This isn't worth downloading. I didn't pay money, but I still feel ripped off.
i love giving head to my friend
While some may say its unpolished or clunky, (and I may have to agree), It is still a fun experience with friends. The puzzles are proper head-scratchers, (or should I say skull-scratchers?) They'll test your critical thinking skills, and require communication to complete. My friend and I were properly impressed by some of the unique puzzles that the mechanics allowed for. We beat it after a few hours, (and MANY hints!) and both thoroughly enjoyed our time!
Very laggy and buggy, I tried to play it with my boyfriend but just could not do it. First the show control screen got stuck on my side so had to leave the adventure, hint button just said requesting and we got nothing, the e button to remove your head does not work and I kept rubberbanding.
Interesting idea that starts well enough. Some of the puzzles were genuinely fun to figure out. But others were a bit too confusing on what the goal was, or were just incredibly frustrating to do. The controls were a mixed bag. Being able to hold each other's heads is funny at first, and it's part of the gimmick of the game. But trying to change your view when your head is separated from your body doesn't feel right; the rotation feels off and I can't look the way I need to. There's a room that requires you to navigate each other's bodies without being able to see them, but rather than fun it just becomes tedious and frustrating. The rest of the game after that just got more frustrating as we pushed to finish the game.
un mojon
ruim
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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