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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
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!
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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
Just finished the game and I'm going to recommend it but I wavered a lot in my feelings about it - it basically went from 'this is a cool idea and a good message' to 'this is way too warm and fuzzy to be taken seriously'. The reason for that being that either I don't get being meta-ironically-actually-not-ironically cheesy (the devs calling themselves "Lame Jam" and all and i googled for an event called lame jam,nothing came up) or the story (not the message,see next paragraph) has no depth and contradicts itself by basically saying 'if you try hard enough,a miracle will be cast by god (the in-game dev in this case) so that all your dreams will come true'.Also,the main characters dream being $cash money$ is understandable given the poor farmer background,but it's probably just because of my tastes taht the message is also not told well by the story. As for the message itself - I have attempted suicide and have suffered from depression and a bunch of other TMI ♥♥♥♥ for 10 years and what I learned is what the game is saying,only in a much less fluffier way.My way of saying the message of the game is this:If you off yourself,your chances of enjoying life become exactly zero.Yes there's pain and exhaustion from constant struggles,but unlike the in-game dev who gives out magical abilities,it is you and only you who can give yourself respite from them and you need to be able to let the fighting go sometimes.That's the only major flaw i see in this whole 'nevah give up' mentality,which just may be a misunderstanding of it by a lot of people - taking a break is not giving up.That's the magic part I guess - you can heal yourself.
Um jogo Indie curto e bem feito, com uma mensagem legal no final. A experiência vale cada centavo. Recomendado!
Um amigo me presenteou com essa pequena obra de arte. O jogo tem um conceito bem inesperado e é cheio de charme, o mais importante é a mensagem linda que traz. Se tiver passando por algo na sua vida, certamente esse pequeno jogo vai te emocionar.
A good wholesome story.
Quite short. Somewhat underdeveloped concept of repeating a fight over and over. But it's hard to dislike a game with such a positive message, and generally well done art. It's a nice experience, just be aware that you'll permanently complete the game in under an hour. Has me interested in what Lame Jam does next at least
What a DIAMOND in the rough, I had a lot of fun playing the demo.. teaser I guess you could call it. NOT GIVE UP
fofo. me senti abraçada... a experiência vale muito a pena!! obrigada luiz <3
The art style, music, and overall feel of the game are superb in my opinion. But the UX falls kind of flat. For one thing, there is no options tab/setting that I could find anywhere which meant the controls were permanently bound to what they were (which was a little annoying but I could get used to). This also meant the sound and audio levels were fixed too and for me, they were a little loud. I had to turn my entire system volume down to affect it (or the application in Windows sounds - which I don't think I should be needing to do). The gameplay while fun for a little while is rather minimal and un-interactive as it is now. I would say this application reaches it's current price point and can be good for an under an hour completion with low brain power needed. It felt more like watching a movie or story or even somewhat interactive visual novel. If that sounds like your cup of tea, by all means check it out. ---SPOILERS AHEAD--- Now, on to some more spoiler-y talk. The first time I brought the boss down to 1 HP, the effect it did caught me completely off guard and was quite neat in my opinion. However when the save reset to 0% I got really excited that I would be able to play through the entire game/tower and was rather disappointed to watch a somewhat long cutscene of what I could've been doing. Defeating the final (or rather only) boss was not really as satisfying as I would have hoped, with how many deaths and tries I went through to get to this point. The message was good, but I picked this up more thinking it was a whole game and not a message with sparkly effects on it. There are two things that could be added that would make me change my recommendation of this game. However, seeing as how this game is over 4 years old now, I'm not too optimistic. 1. The first thing is it *MUST* have an options tab or something where I can adjust audio if nothing else. But control mapping would be quite beneficial and nice to have too. 2. The second thing that I would want added is the whole game. Now that might sound kind of strange or whatnot, but let me elaborate. When the save gets reset, instead of having a cutscene, let us - the player - play through the game and level up, acquire gear and items and experience all the failures of the character, ourselves, instead of being shown them in a cutscene style content. I'm sure that is a rather large ask, and it doesn't have to be a huge in-depth story/campaign or anything, but I just want to work my way towards this tower and up through each floor, failing all the time yet still getting up and trying again. I think if that was the case, the final boss would have much more of an impact. And I don't mind if all that extra content increased the price or even was released as a DLC that I would need to pay extra for, I would just like that whole game to be playable. Thank you for reading this and I hope things work out!
Ótima experiência, realmente me ajudou.
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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