
Trifox is a colourful and cartoonish twin stick action-adventure featuring a phenomenal fox with a multitude of talents! Choose from a trio of classes – Warrior, Mage, Engineer – or mix-and-match abilities to create a tailor-made hero! Inspired by the golden age of 3D platformers.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French, German, Dutch, Spanish - Spain, Portuguese - Brazil, Simplified Chinese, Japanese, Korean, Traditional Chinese, Turkish*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
[b]My Playtime:[/b] 8.5h (100% achievement, finished the game) [b]Grindy Achievement(s):[/b] Yes (~1 achievement). [b]Optional Achievement(s):[/b] Yes (33 achievements). [b]Difficult Achievement(s):[/b] No. [h1]Intro[/h1] [i]Trifox[/i] is a 3D platformer game where you mix and match abilities to beat the level. It has nine regular levels and four boss fights levels in total. [b]Pros:[/b] - Mix and match abilities between three classes however you want - Ability to summon turrets that can help you dish the damage - 4 difficulties - Checkpoints are abundant [b]Cons:[/b] - Melee is way underpowered compared to other classes [b]Specs[/b] [url=https://store.steampowered.com/steamdeck]Steam Deck[/url]: AMD Zen 2 4c/8t 2.4-3.5GHz, 16 GB RAM, 8 AMD RDNA 2 CUs [h1]Should you buy this game?[/h1] [i]If you enjoy playing 3D platformers and/or like to play as a summoner to do the combat for you, this game is for you.[/i] [hr][/hr] [h1]In-Depth Review[/h1] [h3]Visuals[/h3] [i]Trifox[/i] uses a bright, refreshing color in its visuals. The character looks boxy when zoomed in, making our main character look several years older than he should be. Luckily, you will only look at him from the top-down view most of the time. All characters look cute when it is viewed this way, and the foggy effect also makes the environment look more atmospheric. [h3]Story[/h3] The story only serves to give your main character a purpose. What actually happened might not be obvious, although the game will tell you about it after you finish the game. However, the purpose of the cutscenes that show the main boss' activities after you finish each area is a bit unclear. Maybe it's just there to let the main character know where he has to go next? Who knows, but the cutscene isn't that obvious. [h3]The Game[/h3] [b]Gameplay[/b] The game lets you choose between three main classes: warrior, mage, and engineer. Well, the term classes actually refers to how you dash, although each classes also have a different skill set to unlock. Warrior is more specialized in melee, mage is in long range, and engineer in summon. Yes, you heard me right. Summons. In my opinion, the best part of the game lies in its engineer class. You have skills that can summon turrets that will do the heavy work for you—killing enemies, barrels, or anything that can be attacked. You can mind your work while waiting for the turrets to finish their job, then come back for the dropped coins that the turrets left behind. It saves so much time and is safer. By the time I tried out this class, I couldn't play any other classes. https://steamcommunity.com/sharedfiles/filedetails/?id=2874783203 Luckily, the game doesn't tie you to a specific class. You can purely specialize in one class or combine your skills with the ones from other classes. Each class has at least one offensive, defensive, and crowd control skill, and you can equip four skills that you like between them all. Collectibles are hidden in tricky places. Some will purposely not be shown on the camera unless you are meant to go there, which will hide some collectibles. You don't need to be skilled in platforming to reach any of them, although you need to know where they are located to collect them easily. That being said, they don't serve any purpose apart from increasing your completion percentage and getting some achievements. https://steamcommunity.com/sharedfiles/filedetails/?id=3423285457 Levels are more focused on platforming skills rather than combat. There might be several combat sections, but most of them can be skipped. The platforming sections are easy to navigate, although you might want to use the dash type that is more comfortable for you to control your character easily. The choice to display the character's position while jumping also works well in this regard. You won't need to be concerned about dying. The game has many checkpoints and dying will just respawn you in one of those checkpoints in full health. Heck, sometimes it's even better to just die and restart, especially since it's faster rather than finding health potions if they are not within your sight. Speaking of health potions, the game places a lot of them in the levels. You also can destroy boxes and it'll spawn several if you are low on health. [b]Combat[/b] The combat can be a hit and miss depending on your class. I found that the warrior class is way weaker compared to the other two. Enemies are usually abundant with their annoying attacks and being a melee means that you need to find a way to dodge and attack easily. However, your character attacks very slowly, and enemies aren't staggered by each hit. You need to kite the enemies and lure them into one-on-one to safely attack them. Playing the game all melee seems like playing the game on an increased difficulty. In opposed to that, the ranged types, the mage and the engineer, are way easier. As a mage, you just need to run away while attacking the enemy, and their high damage output also means that they take less time to kill their enemies. As for the engineer... Don't get me started. Summon, run, repeat. You get me, right? You don't even need to be in the battle to finish the fight with that class. It was so much fun. https://steamcommunity.com/sharedfiles/filedetails/?id=3399253071 Boss fights are unique. You need to figure out how to damage the boss each time—it's not always about enduring the boss' attack and waiting until they are vulnerable. You need to also figure out the boss' weak points, which again, strengthens my point about being melee—you can attack the boss quicker with ranged attacks from afar, but being melee means you need to be closer to the boss before you can attack. Heck, there is also a boss that has a hit point high up, making it harder for melee attacks to reach. [b]Length and Difficulty[/b] The game offers four difficulties. I finished in the normal difficulty, the second easiest one, and I finished the game in 7.7h. I then continued playing the game to get the rest of the achievements. The game can be challenging or easy depending on your skill set, although the boss fight will still give you some challenge regardless of the skill set that you choose. Regardless of which difficulty you choose, the game is very forgiving on checkpoints. You won't have any issues in completing the game because of it. [h1]Conclusion[/h1] [i]Trifox[/i] does what a 3D platformer does best while letting you choose how to do the combat. I especially enjoy how it introduces an engineer class, a class that specializes in summoning. I always liked the class ever since I played [url=https://store.steampowered.com/app/11610/Dragon_Nest/][i]Dragon Nest[/i][/url], but never found another game that has a similar mechanic until now. [i]Trifox[/i]'s engineer class does it just right, although I admit it makes the class overpowered compared to others. That being said, it's just a single-player game; the only thing that matters in this kind of game is fun, and [i]Trifox[/i] does a good job at it.
Juego indie pensado para peques, cero dificultad, y bastante entretenido, tiene varias mecánicas de pelea y movimiento, que se pueden aprovechar mas aun en los niveles de hielo (los golpes de fuego) pero en cuanto al resto, es solo como te interesa manifestarte, no hace gran diferencia.... yo me pase el juego con el martillo, es el golpe que mas me convenció para usar por amplitud y daño, y el slash clásico de juegos de aventura/acción. Es cortito, entretenido, y sirve para pasar el rato, no tiene historia profunda ni nada semejante. Es un 5 de 10, le falta pulir varias cosas, visualmente, la cámara fija te juega en contra en varios lugares, se crasheo una vez, y se quedo atorado por el escenario un par de veces, incluso un boss quedo atorado, quitándole todo tipo de desafío. Pero no es mal juego, o al menos he visto peores
6/10 fun game, just needs far more content + combat - no basic default wack attack you always have. this mean you can Kobayashi Maru with no win levels based on what abilities you took in. no way to press a button cause i took in turrets, bots, and a dash. only fix was back to the hub - crashed on me twice + mid level check points - very few and short levels - 20$
好玩但是没人玩系列,融合了平台跳跃和俯视射击,两个愿望一次满足
I really want to like this game. I bought it because it said it's a twin stick shooter, and by the most technical definition, sure. But as a twin stick shooter, the game just kinda sucks to play. Mostly because of the shooting. Generally, when I play a twin stick shooter, I expect to fire projectiles along the current 2d plane of play, and if my bullets get close enough to hit an enemy along that path, they take damage. Trifox throws a wrench in that by not only making the core of the game also a 3d platformer, but to force the main two ranged weapons you have to both auto target enemies in their own uniquely ♥♥♥♥♥♥ way. The minigun will "lock on" to an enemy, if you can even call it that, if you aim close enough in that direction, but that direction is TINY. So many of my shots just whizz over enemies because I'm not within 0.001 degrees of that particular enemy and the barrel behind him was a higher priority and the thing trying to kill me is half a meter below where my gun points. The mage's magic missile tag targeting also sucks due to the sheer enemy density making it impossible to hit the target you want to half the time. I just want to point in direction and shoot, and somehow, that just doesn't work. It speaks volumes that all my favorite abilities were ones that just auto targeted enemies and dealt damage with a deployable. The game is cute, and gorgeous, I'll give it that. But that creates it's own set of issues. If you're familiar with the quote "if everyone is special, nobody is" you have a good idea of what I mean. Literally everything in this game SCREAMS for your attention and because of that it's so damn hard to pick out important information from the absolute fustercluck of visual noise. It's obvious a lot of care, love and talent went into making the game look as awesome as it does, but I felt like I was playing the visual equivalent of thirty children all singing beautifully at once, but they're all singing a different song. But, for a final reveal, the biggest villain of this game wasn't a warrior, engineer or a mage. It was the camera. Take the whole aiming issue I brought up earlier and now slap on a camera that never stops moving, is constantly occluded by objects in the foreground and you have no control over. It was like trying to play darts in the middle of a car crash. Compounding on to those frustrations are the number of times that the game wants you to walk into something below the camera that you can't see in order to progress. I just don't get who thought that was a good idea. You literally can't see where you're going. It's not a bad game, it just so closely misses the mark in nearly every way to the point where it's this kind of inverse gestalt product that, despite having a lot of amazing parts, is distinctly lesser than the sum of those parts. If it had framed itself as a top down character action platformer game, I think my expectations would have been different going in and I may have enjoyed it more, but as a twin stick shooter, I can't recommend it. And this is coming from someone who paid $1 for it, so I'd be pissed at $20
The game has a good concept. Being 3 classes in the game and you can mix and match abilities from each class. But the gameplay just wasn't clicking for me. and the game has a story, but it makes no sense. No dialog which would be fine, but the way the cutscenes are portrayed make no sense of feel like it has relation to each other. Price I paid: $0.60 (Fanatical Bundle) Worth the current $20 asking price?: Maybe wait for sale
Trifox presents a story conveyed through animation and sound, drawing players into its world without relying on voice acting. The ability to skip story segments is a welcomed feature, though the unskippable cutscenes within stages can become tedious during replays. The enemy and character designs exhibit a delightful charm, fitting seamlessly into the game's vibrant world. However, the combat mechanics leave much to be desired. Player damage feels underwhelming, with basic attacks requiring frequent, repetitive usage. Breaking objects like barrels and boxes often takes multiple swings, and enemies demand even more hits, with some larger foes needing up to 12 strikes. This results in combat that feels monotonous, as the basic attack lacks impact and there are no knockback or stun effects to add variety. While certain skills can be held or deployed, an option to auto-attack by holding the button would enhance the experience. On a positive note, dodging is responsive and satisfying, adding a layer of finesse to combat encounters. Trifox offers players some control over how they approach battles, with three archetype skill groups—warrior, mage, and tech—that can be mixed and matched. Each type brings unique abilities to the table, such as the warrior's mobile spin attack and the tech's deployable turrets, adding strategic depth to combat. However, the enemy AI is simplistic, with ranged foes maintaining minimal distance to attack and melee enemies charging directly at the player. This predictability, combined with the high health pools of enemies, makes encounters feel drawn out and static. Visually, Trifox shines with its contrasting colors that help the player character and key environmental elements stand out. Despite the appeal of the isometric camera angle, its lack of adjustability often hampers the experience. Missed areas and unclear navigation can frustrate players, though the short levels mitigate this issue somewhat. Movement mechanics are another mixed bag. While dodging is crisp and can be used for faster traversal, the general movement feels slippery, with an unpredictable momentum that complicates platforming. This lack of precise control can lead to frustrating moments, detracting from the overall experience. In conclusion, Trifox is an average game with charming visuals and some promising ideas in its combat system. Unfortunately, the execution falls short, making it difficult to recommend over other titles. With improvements in combat impact, AI complexity, and movement precision, Trifox could evolve into a standout title. For now, it remains a decent effort that showcases potential but fails to fully deliver.
A lot of great ideas were thought of and combined into this game. Unfortunately, it's all in the execution - and the execution here is not great. First, this is an isometric twin stick shooter with light puzzle elements, 9 stages, and 4 boss stage connected by a hub world. This game is clearly unfinished based on the story and layout of the hub world. Being that this review is posted in 2024, I think we can say the game is officially dead. Was the game fun? Not really. And I'm a huge twin stick fan. It's like they tried to merge crash bandi with a twin stick, to make for a fun 3d-platform-like game, but the limited content makes this not even worth trying for the twin stick fan. Also, despite being twin stick, there are only 2-3 real weapons and the rest are highly limited secondaries that don't really demand the twin stick aspect. I don't think the dev ever decided if they were going for a platform vibe or twin stick vibe... and unfortunately the intersection of both genres just doesn't strike with this title. I will also add that the 9 actual levels get progressively longer and more tedious - although never increase in actual difficulty. That makes this game a slog and I'm glad to have it uninstalled. Kudos to the dev for attempting a new genre blend. It's unfortunate this game didn't sell - because a better, more completely implementation would certainly draw in new players. Best of luck with the sequel. Will give it another go for sure.
Trifox klang nach einem spannenden Konzept: Ein Twin-Stick-Adventure mit Kämpfen, Rätseln und grossen Freiheiten beim Heldendesign. Nur leider scheitert es in der Praxis ziemlich krachend. Dabei ist der Start durchaus vielversprechend. Ein humorvolles Intro und los gehts in eine durchaus launig und niedlich gestaltete Welt. Und die ersten Spielminuten machen durchaus auch Spass. Allerdings nimmt dieser Spass bald ziemlich rasant ab. Das Ganze wird bald ziemlich zäh und mühsam. Denn die Steuerung ist, nunja, einfach nicht gut. Vor allem wenn Sprungpassagen Präzision verlangen kann es ziemlich mühsam werden, weil die Steuerung unpräzise ist. Und auch die Kämpfe sind schlicht einfach uninteressant und mühsam. Besonders dann, wenn auch noch die Kamera zickt. Das wäre vielleicht noch verschmerzbar, wenn man zügig voran käme. Aber spätestens als ich realisierte, dass ich Levels repetieren sollte, ging bei mir das letzte Stück Motivation flöten. Nein, das Spiel ist nicht eine völlige Katastrophe. Es ist durchaus niedlich und es ist auch durchaus spielbar. Aber für mich war es einfach einen Tick zu mühsam und repetitiv, dass ich die Motivation verlor und nach weniger als einer Stunde die Lust völlig verlor, mich weiter mit diesem Spiel auseinanderzusetzen. Wer weiss, vielleicht gebe ich dem Spiel sogar mal noch eine zweite Chance, aber für den Moment hat mich das Gameplay einfach null gepackt. Fazit: Kein schlechtes Spiel, aber eines für das ich keine Empfehlung abgeben kann.
This was a blast! I played the entire thing on my steam deck locked at 45 frames and it ran perfectly. Probably could have played it at 60 but I had my deck defaulted to 45 and it was fun. This game is a mixture of 3d platforming and twinstick shooting and it was a great example of how those two game types can mix together. By the end of the game your fox is basically the avatar being able to use all 3 classes! I went for the 100% and it was about 7.5 hours of fun. I picked it up on sale and I advise everyone to pick it up for a sale!
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