
Triple Take is a fast 2D precision platformer where the stage evolves as you complete it! Run, wall jump, climb and swim through increasing difficult levels in vibrant colored worlds!
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About
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English**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
Positives first, because at the core this is a good game no doubt, but there is just too much that keeps me from recommending it. I really enjoyed the characters and the dialogue. They are all very distinct and I personally found them funny and was looking forward to new interactions after each level. I also enjoyed the music. While each track is rather repetitive/loops quickly, each world and boss has its own music so the tracks never overstay their welcome. The Boss-fights are also pretty creative and fun. Now however the Negatives and they all have one complaint in common: Wasted Potential. Wasted Potential everywhere. First the level design, especially the hazards. I went into this expecting somewhat of a challenge having read some of the reviews. This challenge never came with the exception of the last phase of the final boss. Its just that the levels never do anything truly interesting. The worlds introduce new hazards and then proceed to do nothing with them. At times hinting at cool ideas just to not explore them. Concerning difficulty It also felt like the level designer was scared to make the levels truly difficult, giving you savespots/restspots everywhere to the point where a lot of hazards were just turned into a mindless waiting game. Wait in a safe spot for hazard to turn off -> walz over -> wait in the next safe spot. That isnt difficulty, thats nothing. Thats walking from left to right with a short break in between. Such a shame because the mechanics were there, just not uitilized. About the main gimmick of Levels evolving: Again the Levels hardly use this feature in a meaningful way. It either sends you a completly different path meaning it couldve been its own level from the get go or they make jumps a miniscule bit tighter and maybe add a turret here and there so now you have to jump over 2 Projectiles which are over each other and not just a single one, riveting stuff. Once again I feel like this feature couldve had so much Potential which just wasnt used. Finally the Meta level. Fairly often the game wants u to go into its Folders and move files around. Interesting yes, but it doesnt add anything. Yes it makes sense in the story I guess and is a cool involvement, but it never goes past moving a file from folder A to Folder B. Hell you are even told exactly where the file is and where it needs to go. its just a mindless task. Cool gimmick the first time, no thought the second and annoying by the third. There are 2 Occasions where it does go beyond just moving files but even then everything is spelled out for you. Im sure this couldve been implement in a more engaging interesting way. A way that justified me putting down my controller, getting up from the couch to the keyboard to do whatever is asked from me, but as it stands I just stood up, moved the file i was told to move to where i was told to move it and went back. Once again a shame as I see lots of Potential and there were a few levels were amazing concepts shone through, but unless its on sale for maybe 1€ and a few i couldnt recommend it
I'm fairly mixed on this game but I think ultimately I lean towards a negative review. I think when the game is doing something right it's fairly neat, but the flaws just really hold it back. Biggest flaw is for sure the hitboxes. The player's hitbox is huge and this is a huge issue in a precision platformer. There's a lot of one gap jumps and man you'll just hit something when you think you are going straight on. The final boss was particularly annoying due to many moves exploding slightly larger causing you to barely dodge something, and still get hit despite visually it looking nowhere near you. Jumping is also pretty annoying, holding down the jump will make you continuously jump in place, but this is an issue when holding down the jump also makes you jump higher. It caused a lot of issues where I would make a far jump, but the player does a second jump I don't want when I land and since I stopped holding the jump it would be a tiny jump that often kills me since I wasn't expecting it. The game has a lot of gimmicks which some can be fun (air and ropes usually led to some decent design), but a lot just don't feel like they work right. Wall jumping feels really bad, jumping off ropes would sometimes just make me fall off the rope and die, swimming works fine but getting out of the water is not fun. The whole game is like this, where anytime it has a good idea it's often held back from the gameplay. The game also doesn't feel [i]that[/i] interested in its own gimmick. As you get further in the game, "replaying the level" tends to become a new path opened up and you are doing something completely different. And it isn't like, do the first bit of the level and then a new path, it often was just right at the start do a new path. It's hard to call that a flaw but I think they should've just designed like a looping level rather than doing "takes". [h3]Spoiler thoughts:[/h3] [spoiler] The meta stuff is fine. It's nothing I haven't seen before though. It honestly feels like the devs just played one shot or something like that and thought it was cool without really thinking of how that ties into the game? It's almost always just drag a file to another spot. The characters also are barely characters, which is like [i]fine[/i] but it doesn't give much reason to want to keep going. Also, game lacks some identity. You put in gaster from undertale and it really just makes me think about other games doing these aspects better, I'm sorry.[/spoiler] [h3]Other random thoughts:[/h3] There's an endless mode but the level generation is not good enough to warrant it I'll be frank. After doing like 10 runs I think I saw all possible hazards. The game wants you to do this mode for hours judging by achievements. Chapters 4 and 5 are probably the only ones I thought had interesting level designs, but the controls made playing them annoying a lot of times. Bosses were either boring or annoying. [h3]Final thoughts:[/h3] I ultimately think you [i]can[/i] have fun in this game but it's a lot of like, annoying gameplay tolerance. It's not a game without merit, but I think it needs a lot more polish before I'd recommend it. There's nuggets of decent ideas in here and I hope the devs continue to improve on the gameplay in future titles.
Ein sehr interessantes Spiel das auch sehr gut mit dem Controller zu spielen ist. Allerdings fehlt bei mir seit dem sechsten Level der zweiten Welt der Ton.
not ideal for steam deck
this isn't a bad game but it definitely has things which could've been improved i wasn't a fan of playing through repetitive sections, like in world 3 where it feels like every level has yet another underwater corridor with alternating fires that does nothing but force you to sit and wait or the needlessly dragged out boss where you have to dodge easy attacks for a few minutes, then slightly harder attacks for a few minutes with the 3rd phase having a sudden difficulty spike
무난하게 할만한 플래포머 게임. 게임 자체도 무난하고 스토리는 한글도 없어서 제대로 보진 않았다. 대충 시스템이 탈취당해서 그거 다시 복구하는 내용 같다. 확실하진 않음. 스테이지는 총 50개에 보스전 포험하면 56개 정도다. 보스전은 10스테이지마다 진행되며 플래포머 보다는 다양한 게 들어있다. 플래포머, 탄막, 핀볼 등. 조작감은 솔직히 좋다고 보긴 그럼. 그냥 그런데 난이도가 어렵지 않다보니 할만한 편이다. 캐릭터 이동이 생각보다 빠르다. 제일 적응하기 힘든 건 점프. 점프 조작감이 별로인 이유가 내가 점프 키를 계속 누르고 있으면 점프가 계속 나감. 이게 뭐가 문제인가 싶은데 이거 때문에 높은 구간 올라갈 때 점프 길게 누르고 있어서 안 떼면 바로 올라가자마자 점프 뛰어서 죽는 경우나 컨트롤 미스나는 경우가 상당히 있음. 이게 이제 벽점프랑 이어지는데 벽점프에서 점프하면 자동으로 벽에서 떨어지는데 계속 점프키 누르고 있다보면 캐릭터가 발작하듯 움직인다. 다행히 그렇게 어려운 구간은 없으니 그래도 할만은 하다. 특이한 점으로 내 컴퓨터 폴더에 들어가서 파일을 옮기거나 텍스트파일을 열어서 문제를 푸는 기믹이 존재한다. 제4의 벽을 넘는 그런 게 스토리적으로도 있고 게임적으로도 있다. 이런 거 좀 하기 귀찮고 꺼리면 하기 힘들듯. 가격 자체는 80퍼 할인 기준으로 1500원이니 할 거 없을 때 무난하게 할만했다. 추천.
fb三阶段实在是墨迹,除此之外就没啥好说的了。平平无奇的好的精准平台。
it's a quirky precision platformer and the game is properly built around it naw to find the pieces of the 4th wall... and destroy them it has no place in gems like this! ;)
Игра 10 из 10. Если ваши нервы шалят не покупать))
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Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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