
UnderParty is an Action Platformer game. This game is made up of a very high level of difficulty. It's very violent, so be careful.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: Korean, English, Japanese, Simplified Chinese, Traditional Chinese, Russian
Engagement
Reviews
Themes across 41 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
[h1] 制作精良的小品横板ACT [/h1] [strike] 本质中评 [/strike] 一点进商店界面,一阵强劲的鼓点响起,好像一首很劲的歌。此刻,一组图片在播放的视频身后出现。哇,原来是经典的横板卷轴Ryona,既视感的画风、熟悉的游戏模式、血腥tag、液压机以及没有H Scene的叠甲,已知道它是猎奇游戏里的极品了。 然而实际的游玩体验很难评价,对各种地方都有一个期望落空的感觉,整体的游戏体验基本是一个与游戏进度成反比的曲线。 [h3] 索然无味的猎奇描写 [/h3] 虽然标有血腥tag,但游戏的血腥猎奇程度实则不足,从数量来看的话,相关内容一共有四种陷阱、一个Boss处决和十张左右的单图CG。而从质量来看,虽然CG数量较多,但抛开纯擦边的几张无关内容[spoiler] 没有H Scene原来是指只有擦边吗,哈基S,你这家伙…… [/spoiler],血腥程度基本是惊惧颜加身上伤痕这样的固定搭配,给人的感觉就像是还没开始正戏的、一组套图的第一张。 游戏中陷阱的逻辑都是“触发陷阱-1秒死亡”这样的简单处理,触发后在一声短促的"饿啊"后就是婴儿般的睡眠[strike] 死是凉爽的夏夜,可供人无忧地安眠 [/strike][spoiler] 事实上主角基本只有这个音效() [/spoiler],除了缺乏那种抓人眼球的死亡方式的同时也缺少了关键的挣扎演出和对应的事后差分[spoiler] 包括CG在内,除了液压机外甚至连血都没怎么流 [/spoiler]。 所以仅以猎奇描写程度来评估的话,本作并不是《DepraviA》那种猎奇占主位的游戏,它的程度更接近是《CrackleCradle》那种级别(更轻),不过数量上就差的太多了,本质只是点缀而非核心卖点。如果仅冲这个来的话大概会大失所望吧。 [h3] 高开低走的游戏体验 [/h3] 而转向游戏的动作闯关方面,本作的每个敌人都有自己的特色,而主角的多种技能也可以相互派生去应对不同的状况,虽然操作手感还略显僵硬,但游戏体验相当不错(仅限本篇)。尽管商店界面一直在为本篇的难度叠甲,但本篇的难度实际不高[spoiler] 整体打下来最难的竟然是跳液压机 [/spoiler],就算在一局内同时拿下无伤和限时成就也不是什么难事[spoiler] (掏枪)大人,时代变了 [/spoiler]。 但本篇后解锁的扫荡模式真的是纯拖时长的玩法,基本就是恶意的堆砌。扫荡1的地图基本就是本篇地图的加强版,加强了敌人的数量和数值,Boss也添加了新的招式,而在数值加强后一些本篇里不明显的点就浮现出来了。比如敌人的雷霆投技,人均一个不说,判定大的还以为在PK场里打红狗,小手一伸能给我从底下平台吸上来,真给我气笑了。再就是楼梯口堆怪初现端倪,什么《关于跳跳乐有三个炮台瞄着我打而且我一被攻击就会飞十万八千里这件事》更是家常便饭,以及死亡直接从头开始365里路[spoiler] 什么魔界村 [/spoiler],但这时候的体验其实还是可以的,解法有迹可循的同时主角的数值也在不断上涨,苟过前两关基本就开始割草了,正反馈和成就感给的相当足。 而扫荡2就纯纯粪关,怪物数值直接超级加倍,扫荡1主角成长完后小怪血量也就小几百,扫荡2一进去就是一大片1300+的大只佬,硬的和铁一样。这时候就要求你回头去不断刷钱买属性才会有正常一点的体验[spoiler] 虽然刷完还是很肉 [/spoiler],而且楼梯堆怪和地图长度更是超级加倍,每个怪都会远程攻击,所以你跳的每个台阶对面都有人在复读,而死亡又要重跑之前打过的关卡,纯折磨,游戏里折磨主角现实里折磨玩家[spoiler] 补药死的这么干脆啊,睁眼看看还在努力的我吧 [/spoiler]。 总之,本作基本能看成一个短篇闯关游戏,每个大关的通关流程大约都是一小时出头,我13个小时的游戏时长里大约只有3.5小时用于本篇[spoiler] 打了三次拿成就 [/spoiler],3个小时用于扫荡1[spoiler] 打了两次拿CG [/spoiler],如果不做收集向内容和扫荡2的话,从头到尾一本道的流程应该4小时左右吧(视操作水平浮动),搭配上这个价格(指55%off),性价比还是相当不错的,打折可入。
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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
[h1]やたらと難しく、バランスの悪さもあるが慣れればなんとかなる[/h1] <昔買ってレビューを書いていなかった作品。通常のレビューより簡素> グロの総本山、グロが大好きな男性が日本以上に多いと言われている中国制作のインディーアクション。 2020年の2Dアクションにしてはやや洗練されていないものがあったが、一応真っ当に遊べる内容だ。 死にざまは多様で、ボス戦で負ければご褒美?にスチルがもらえるというものになっていて、アクション以外にも特殊性癖の持ち主に刺さる(というかむしろこれが本命)ゲームデザイン。 欲を言うともう少しスチルの枚数が欲しかったのと、もうちょっとイラストの内容は攻めてもいいんじゃないか、と思った。 一応「美少女のグロ」が売りではあるものの2Dアクションの演出はすぐに見慣れてしまえるし、スチルもマイルドなグロなので最終的にはグロ目当てというより真っ当にアクションを楽しんでいた。 不満はあるが、定価が安く、どちらかというと贅沢を言っているのはこちらなので値段を考えれば十分おすすめできる。
UnderParty评测 姑且还是给个好评吧。毕竟玩儿了好几十个小时了。 总体而言还算好玩儿,上手难度也很高。在没有刷够金币解锁全技能前基本属于残疾人,推关相当之难受。但解锁全技能后,教堂关就像玩具了,一命通关都是基操了,目前我的最快记录是37m,一命,受击数80HIT通关教堂。 需要注意的是,游戏的整体完成度在我看来只有80%,小怪的种类很少,重复度高,cg数量也很少。但相对的,连招机制还是做的很到位的,基本上能够一套连死小怪。 提高的地方在于,你可以背板,然后用枪干掉远方的小怪或提前用技能清怪。 不足的地方在于,如果不小心惹了一堆怪, 血条就危险了。 可惜的地方在于,这个质量的游戏,不是小黄油。但凡是小黄油,有战败cg或者被小怪控制的cg,那这个质量就可以了,兼顾了可玩性和黄油。但并不是黄油,单纯是机制比较阴间的平台跳跃闯关游戏的话,恕我直言这个质量不够。价格是多少我忘了,好像也是几十。内容量和质量貌似撑不起几十的价格。 建议打折入,最好骨折入。
Se você quer platinar no jogo (zerar todas conquistas) minha resposta é não. Se você não é persistente e nem masoquista minha resposta é não, também. O jogo mistura fetiche e morte, é muito bizarro, se você é perturbado também não recomendo. Boa sorte, tente centenas de vezes e desbloqueie as imagens que já estão todas abertas lá na comunidade. O jogo é difícil mas juntando dinheiro nossa coelhinha fica bem apelona, mas tem que ter paciência para conseguir todas habilidades e ficar super forte. Dica 1 [spoiler]Ao atacar no ar caia atrás do inimigo, se continuar na frente dele, chance alta de tomar um contra-ataque.[/spoiler] Dica 2 [spoiler]Quando aparece uma barra vermelha na cabeça do inimigo significa que você não consegue mais parar o golpe dele e ele também não irá cair. Corra ou defenda, até a barra sumir.[/spoiler] Dica 3 [spoiler]Se sua barra de vida está na metade ou menos, volte para o checkpoint e salve o jogo, ele restaura sua vida.[/spoiler] Dica 4 [spoiler]A coisa fica feia quando nossa coelhinha cai no chão, ela é espancada sem piedade. Para evitar isso por 5 segundos, se conquistou a habilidade de firmeza no chão, segure para baixo e aperte o botão de skill. Sempre ative essa habilidade antes de um confronto direto. [/spoiler]
Under Party, developed and published by SekaiFrieden, is a brutal, stylish, and unapologetically intense 2D action-platformer designed to test a player’s reflexes, patience, and tolerance for mature subject matter. Rather than easing players into its world, the game immediately establishes a grimy noir tone—urban decay, criminal networks, and underground torture chambers—and thrusts its protagonist, Aoi, into an escalating nightmare. What begins as a straightforward rescue mission quickly turns into a grim exploration of depravity, corruption, and violence. The story isn’t told through long cutscenes or elaborate exposition; instead, environmental imagery, enemy variety, and fragmented character interactions build an unsettling atmosphere that keeps players emotionally engaged even as they struggle to survive. It’s a game that refuses to dilute its thematic edge, and that clarity of identity becomes one of its defining strengths. Mechanically, Under Party is razor-focused on fast, punishing combat and tight movement. Aoi must navigate side-scrolling stages filled with heavily armed enemies, environmental hazards, and bosses designed to disrupt rhythm and punish sloppy execution. Instead of letting players brute-force their way through encounters, the game demands absolute precision—reading attack patterns, spacing correctly, dodging at the last possible moment, and countering with well-timed strikes. Even standard enemies can send Aoi flying across the screen, forcing players to treat every encounter seriously. This difficulty can initially feel unfair, but once the game’s logic becomes clear, each victory carries a genuine sense of accomplishment. That loop—failure, analysis, mastery, triumph—is the core emotional engine driving the experience. Level design complements that philosophy by emphasizing forward momentum rather than open-ended exploration. Stages are carefully structured, with escalating challenge curves and enemy placements meant to teach, punish, and ultimately empower. Many rooms function like combat puzzles, where survival depends on understanding enemy spacing, terrain limitations, and timing windows. Boss fights highlight the developer’s commitment to precision; they hit hard, require pattern memorization, and leave almost no room for improvisation. The game’s relatively short runtime becomes a virtue in this context—each segment is purposeful, with no filler or narrative padding. It respects the player’s time while still demanding intense focus and repetition. Visually, Under Party blends anime-inspired character art with grim industrial environments and stark lighting contrasts. The clean, sharp sprites juxtaposed against blood, grime, and rust create an unsettling aesthetic that reinforces the game’s thematic concerns. The animation is surprisingly expressive for an indie production—attacks feel weighty, movement is fluid, and combat feedback is immediate. The soundtrack supports the tension with dark electronic tracks and percussive beats, while sound effects lend impact to every successful strike or brutal defeat. Presentation doesn’t overshadow gameplay, but it successfully deepens the emotional tone, ensuring the player feels the violence rather than merely observing it. However, the game’s intensity also narrows its appeal. The one-hit knockback system and relentless enemy aggression may alienate players seeking a forgiving or exploratory action-platformer. Under Party is designed for those who enjoy friction—who relish dying repeatedly until a sequence finally clicks. Its mature themes, including explicit violence and disturbing imagery, are not window dressing but intentional narrative scaffolding. Players uncomfortable with darker content may find it overwhelming or gratuitous. Additionally, the linear structure and limited narrative depth may disappoint those expecting a more elaborate world or character arc. Replay value primarily stems from improving execution, not uncovering new story paths or secrets. Despite these potential barriers, Under Party succeeds because it understands its audience and commits wholeheartedly to its vision. It doesn’t chase universal appeal, nor does it compromise its tone for accessibility. Instead, it offers a concentrated dose of mechanical challenge, emotional tension, and aesthetic purpose. For players who enjoy high-difficulty action games, rhythm-based combat learning, and dark anime stylization, the experience is rewarding, memorable, and even cathartic. Each cleared room feels earned, each boss defeated becomes a personal victory, and the journey—not just the ending—delivers satisfaction. In the crowded indie action-platformer landscape, Under Party stands out not by reinventing the genre, but by embracing intensity with sincerity and stylistic conviction. It reminds players that difficulty can be meaningful, atmosphere can carry narrative weight, and small-scale games can provoke strong emotional responses. For those willing to endure its harshness, Under Party offers a challenging, uncompromising, and strangely compelling descent into darkness—one that lingers long after the final blow is struck. Rating: 8/10
Low effort Unity application. Zero options, forced fullscreen, no resolution settings, uncapped framerate. Extremely basic all around. Game itself is okay otherwise.
Я сосал, меня убивали...
Cute, Gore and Ecchi mixed together. I love it.
主线是很好玩的啊,但扫荡模式真的是意义不明,明明可以把扫荡2做成普通关卡,即使难度高点也无所谓,就硬是要逼你反反复复打那个b扫荡1去刷钱升数值直到通关,本来两三个小时流程的轻量游戏,堆数值来拖游戏时长,手感又差,就为了看那两三张CG非得要熬十几个小时去重复刷同一关,游戏里折磨女主现实里折磨玩家的来了,本来是很戳我xp的,兴致勃勃通关一打那个扫荡耐心和新鲜感分分钟就磨光了,直接把里面那大只佬Boss喊出屏幕哐哐两拳打死我得了
已全成就+全CG。這是個手感很好值得一玩再玩的遊戲,不過遊戲體量偏小,本篇初見即使一直失誤也能在2-3hr內能破完,精熟後速通大概能壓在40min左右,要解速通1hr內不會太困難。 出了新手村後的sweeping 1難度提升不少,但會隨著購買復活幣、基礎值及技能拉高能通關,僅最後一個的新BOSS有足夠難度,外加少量新怪。本做真正的難關是sweeping 2,教堂的一眾新怪除了需要堆高玩家基礎數值,還要對技術、背板(包含每次挑戰部分隨機的關卡組成)及運氣(Buff給多少、商店賣什麼)有很高的要求,挑戰性很足。 成就裡面最麻煩的是50HIT,解這個簡直是自找麻煩。
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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