
Vera has always dreamed of going to the moon. Now her dreams can finally take her there.
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Languages: English**languages with full audio support
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⠀
[h1] [i]Vera Swings[/i] is an extremely challenging, family-friendly platformer that tasks gamers to shoot for the stars. [/h1] I sat down to this game for the first time with an aspiration--maybe today, I could redeem my younger self (that filthy casual), who shyed away from most platformer games for lack of skill. At the end of sitting down with [i]Vera Swings[/i], I don't feel that I've gotten any closer to platformer godhood. Still, I walk away from it with a smile, and not as much rage as I initially expected when I saw what the mechanics were like. I can see the platformer speedrunners having a field day with this on Twitch, as the one Steam Achievement for the game is essentially a perfect playthrough in under 15 minutes. It's either a love-letter or a dare to the platformer speedrunners who snort the dopamine of victory. But for those of you like me who know that you are not this kind of person categorically in [i]any[/i] way, [i]Vera Swings[/i] offers a goal that is challenging with a charmingly uncomplicated and clear goal: help little Vera swing her way through the stars, from terra firma to the moon. It is an any age-friendly story concept for any gamer. As you swing through the stars, the game features a fogiving checkpoint or level system. Playing through it, you will never know how many levels you've beaten unless you keep track yourself. Instead, the developer gives you the option of looking down with the d-pad to see how far you've climbed from Earth. When asked for comment, the developer says it's "around 80." I think at my current pace, this will put my completion time at maybe around 8 hours. I've pretty much accepted no level of Get Good will help me, so I'll leave the speedruns to you pros out there. It's [i]super important[/i] to know this game requires a PC-paired controller to work. I used my preferred XBOX360 wireless controller. The only thing about the mouse and keyboard that will work in this game is [ESC], which will take you in and out of the menu, from which you must use the controller to make selections. My one gripe with the game that has nothing to do with my Certificate of Excellence in Sucking at Platformers is an inability to remap my controller. Why is that important? The centripital force physics of [i]Vera Swings[/i] is controlled by the right trigger (RT). My other finger rests on the Left Trigger (LT), which is a level reset button. With the sensitivity of my controller, I would accidentally and repeatedly hit reset. I tried forcing myself to play without my finger on LT, but I always subconsciously went back to my default positioning because it was more comfortable. I tested to see which controller buttons had no function in the game, like the Back button. I wanted to remap the reset function so it could be out of the way, but was disappointed to see it nowhere in settings or menu. This is a tick off for me, because I believe firmly in accessibility--a game should provide tools for the gamer to become comfortable enough to rise to the challenge. This is particularly important to gamers with disabilities, which many abled-people don't naturally think about, so I felt it important to address. In the "what I wish was included" category, which boasts no pros or cons but only serves as suggestion, is more achievements. Even as simple as number of levels progressed through would address my burning question of "How many of these have I done?" This might cater to the part of the gaming community that is simply happy to cross the finish line no matter how long it takes. I do recommend this title. At $14.99 on Steam, it's a title that demands focus and some measure of dedication, while making you feel good for helping little Vera achieve her dream. It's the next big challenge in the genre. Make sure to post your fastest times! (I'm nosy and require the vicarious delight)
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Concurrent players on Steam, sampled daily since tracking started.
Hours played at review time, across 21 reviews with recorded playtime.
Pros: The music and sound effects go hand in hand It's extremely fun Change from hard to easy You do not need any high end pc to play the game Cons: You can get mad sometimes
I feel kinda sorry for the dev who was nice enough to give away free keys, but I didn't like this game. It's a kind-of platformer where you have way too little control over the way you jump from one dot to another imo, because the swinging only goes too slow or way too fast. I could still handle it in the early stages, but in the later ones I just decided I couldn't be bothered trying to get the exact same split-second jump 15 times in a row.
I could see why someone would enjoy this, but I personally don't like it. The background is boring and devoid of detail, and the writing is bad. Usually, I can ignore those things, but I didn't enjoy the gameplay. But I can see why someone would.
Vera her zaman aya gitmenin hayalini kurmuştur. Artık hayalleri onu nihayet oraya götürebilir.
It's "Getting over it" with an even worse command system.
"Vera Swings" is a godawfully bad tech demo, a failed game development home project with extremely limited ambition and scope. And ostensibly, completely rejected by Steam gamers... see below for the SteamDB player figures. I mean figure... which is a bit of a spoiler. What do you do in the game? It's a primitive "I can't believe it's not Adobe Flash" 2D retro action game where you swing between pegs... that's it, that's all there is to this. I wonder why it was such a failure? On the topic of visuals, the weak looking 2D retro assets seem like they'd be more at home in a browser game or a mobile app. 3D graphics accelerators hit the mainstream of PC gaming in the mid 1990's with cards like the ATI Rage and Voodoo3D, there's no excuse for such poor 2D graphics in 2025. That alone is enough to disqualify this for recommendation. It's free... now, but it wasn't before. The developer was charging $15 USD for this. FIFTEEN BUCKS!!! Talk about delusions of grandeur. Price barriers, especially on low quality products, can be a direct cause of failure. It's a nice gesture for the game to be given away for free, but it also tells us that the game wasn't good enough to succeed as a paid product. Even though this is "free", it failed to appeal to the 120 million+ gamers on Steam. SteamDB showed the game peaked at only 9 concurrent players... this is a dismal public reception. This was so bad they couldn't even give it away. Bearing in mind that free games don't add +1 to your game collector count, should you bother adding this to your library and downloading it? Nope. This isn't worth downloading. While this didn't cost me any money up front, I still feel ripped off.
☀️
This game is a little tricky at first, but it is pretty fun once you get the hang of it.. If you are playing MKB, I recommend setting these custom controls - Swing: LMB Release: RMB Reset: MMB Look up: W Look down: S
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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