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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
Reviews
Themes across 41 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
说教意味浓,gameplay本身只是普通货色。 啥亮眼的演出没有,鸡汤都是凉的。 三番两次戏耍我打这个boss的体验就为了告诉我: [b]“不要放弃你的梦?”[/b] [h1]社会人还需要你来教?[/h1]
This is not a game so much as a playable pamphlet about believing in yourself. Some people might be receptive to the message, but to me it came off way to heavy-handed to have any impact. Also the whole "get more more skills when you die" is misleading as you actually start with all the skills... In terms of actual gameplay, it took me less than 20 minutes to beat the actual boss fight, which is rather shallow, but the game went on for a bit more but it seemed to be the developer moralizing at you for longer than I was willing to wait around for. Ultimately, if you want a cool game, this isn't. if you want a nice, but bluntly delivered message about not giving up, then this might be for you. It was not for me.
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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
Tower of Shades is a short, strange little game; it is rather like a short visual novel. I think a lot can be done with the idea that deaths are progression, but that mechanic was underdeveloped. Starting at the final battle seems like another idea worth exploring more than was done here. Since this has a message, I feel it worth mentioning that the message is a rather blunt one. Other games have breached the fourth wall better. [Strike]This game feels like a draft or even a sketch; if you don't mind that, give it a shot. 3/5.[/Strike] I understand that what happens at the end fits with the intended message, but since the game [i]locks you out of replaying[/i] after you win, I have to give it a thumb down. 2/5
A beautiful game that makes you believe in yourself. It will guide you through what seems impossible and make you have faith in yourself by reminding you to never give up.
Um jogo incrível! Minúsculo, mas brilhante! Comprei pra minha conta e vou comprar pra muitos dos meus amigos. Um jogo desses precisa ser divulgado! Como desenvolvedor fiquei extremamente emocionado. Os desenvolvedores dele têm minha admiração e respeito. Sinceramente... Parabéns! E continuem o excelente trabalho!
Not so much a game as an interactive motivational speech.
Fantástico. Não tem outra palavra pra descrever. Acho que cada jogador tem que ter sua própria experiência nesse jogo. mt mt mt bom.
This is a fun little game that manages to deliver a nice little story with nothing but a few pictures, the narration is almost entirely separate from the story. The actually gameplay is a set of combat puzzles that are not too difficult, but not trivial either. It's short, but I had fun, and I would have liked to play more, which is the best thing I can say about a game. And it's cheap enough for an hour or so of entertainment.
Embrace failure on the road to your dreams. That's the main theme here. I don't know. I guess that works ok in video games; not so great in skydiving. So maybe it depends where you fall on that continuum. I mean, to start with, what are your dreams? Why are they your dreams? Are you sure they're yours, or are they someone else's, projected onto you? What if your dreams are misguided, the product of a less-than-noble motivation like vanity or greed? What happens when your dreams conflict with a higher duty, George Bailey-style? How do you know you're following your dreams and not merely being controlled by your impulses? See how easy it is to be a jerk about a simple, wholesome message like this? They say something nice, and then some @^$#%&* like me comes along and starts picking on everything. No wonder they felt the need to make this game. So maybe the other side of the coin is that you don't always need to overthink things. It goes without saying that you're going to learn new stuff along the way that makes you readjust your goals. Nobody's going to have it all figured out from the beginning, and most of the time you'll be better off doing something as opposed to nothing at all, especially if it's fear of failure that's stopping you. And if you do quit, make sure you're quitting for your own reasons, on your terms, or else you'll end up full of regrets. Wait, what was I talking about here? Anyway, they try to convey that sort of life lesson through the unconventional medium of the video game boss fight. That's where you come in. If you've ever played an old-fashioned turn-based JRPG, that part feels just like you'd expect. Attacks. Spells. Potions. Summons. You know the drill. The main twist is that you're supposed to lose--at least, at first. Basically, you start out getting crushed, and then every time you die you recover another ability until eventually you triumph. They anticipated my biggest criticism which reared its head in the early phases of the game, which is that you just seem to be given these powers arbitrarily, with no effort involved. Later, though, you get to see how each one is the product of a challenge that you overcame, the idea being, "look how unprepared you'd be if you hadn't needed to struggle along the way!" The obvious shortcoming here is that you don't actually get to do any of the overcoming yourself and are really a just a passive observer during the character-building process. Well, what they lack in interactivity I guess they make up for in directness. Yeah, whatever else you can say about it, this game does stay on-message, to the point where sometimes it breaks the fourth wall entirely and delivers its pep talk straight to the player in the second person. This is probably starting to sound awfully strange, and I had to do a little soul-searching to understand why I reacted more positively to this than to, say, Perception, another game that set out to "inspire" us but fell flat on its face. For one thing, this game is short--less than an hour--and so it never really has time to wear out its welcome. Since they're relying more on the experimental structure than a conventional plot to carry their message, they don't run such a risk of undermining everything with bad storytelling like Perception did. Plus, a good old JRPG boss fight is way more fun than stumbling around in the dark getting shot by dolls. Hey, look, I'm not saying base your whole life on this. Even they admit at one point that it's a little cheesy; but they seem like they're trying to help, so what's the harm? Who knows. Maybe the little vote of confidence actually will catch the right person at just the right time and give them enough of a boost to get through something. It may be kind of a sketchy shortcut to achieving their desired end; but how can you come down too hard on something like this? If nothing else their heart is in the right place. You can find more indie game reviews at [url=https://oddlittlegames.com] oddlittlegames.com [/url] or visit my [url=https://store.steampowered.com/curator/34514756/] curator page. [/url] Thanks, and enjoy!
Son message m’a directement touché, botté les fesses et faire réfléchir de façon à tout de suite aller mieux. Du coup, comment voulez-vous que je vous en dise du mal ?
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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