
An explorative platformer inside a dying computer
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English
Reviews
the text goes by too quickly to read by default. cool visual aesthetic but not too fun.
Considering I watch NakaTeleeli, I really should've played this sooner. My review is based on a 100% run and as such goes into specific gameplay details. I won't spoil the story, however. [list] [*]Starting with abilities, Jammer was my favorite by far, although there was a graphical issue where it would sometimes have black lines along the left and bottom of the sprite. [*]Current felt slow for my tastes. Repositioning objects could be faster as well as [spoiler] moving along power lines with the upgrade.[/spoiler] Attaching it to dangling exposed cables to refill energy was a pretty cool touch though. [*]Even after beating the game I have literally no idea what [spoiler] the 2nd Dash upgrade[/spoiler] added. [*]I think I should be able to deactivate Shield after taking damage, just without returning energy. [*]Turret was a pain on low destructible blocks, both from waiting for the cursor and from how little it stayed at low angles. [/list] Moving onto the map, I found myself getting lost pretty early in the game. Once I turned on map-assist I realized it was partly because there were inconsistencies a la Metroid 2. Some left-right doors are shown one tile up/down from where they actually are, and it left some rooms not fitting in a way the map would suggest. Also, I think each zone should have their rooms be a matching color on the map, just to better separate them. Now for various minor things. I think options should be accessible while playing, simply because my framerate tanked thanks to a certain entity comprised of vector lines. I quit without saving and lowered my settings just to get by it in a timely fashion. Secondly, I wish there was a death animation. The first time it happened and I was sent back to a save point, I didn't even realize I lost progress. Thirdly, the block-eater/placer enemy could be a bit faster with removing blocks in its range. Sometimes I'd just sit there and wait for it to eat that one single block barring my path. The only major pain point for me was the lead up to the end. Half of my playthrough was spent trying to [spoiler] solve the room with six cycling sets of glyphs. I found nine hint rooms and saw only three answers. I spent so much time thinking I needed three more clues to solve it and looked everywhere for three more hint rooms, then checked an online map to make sure I wasn't missing anything at all. I mean, who wouldn't think they needed six clues to solve a six symbol code? If you're reading this and as stuck as I was, here's the frustrating truth: it's actually a three symbol code. If you have yours, go back and mess with the puzzle.[/spoiler] Overall, I would recommend this to anyone who likes Metroidvanias for exploration and puzzle-solving over combat. I'm not much for doing speedruns, but there are tools in place that would benefit those who do. I enjoyed this game and think just a few improvements would make it even better.
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Now I'm terrified of my computer. Well done.
I absolutely love the way the game defamiliarizes or innovates on the standard Metroidvania powerups (ultimately emphasizing puzzle solving over action platforming). The aesthetic is also pretty neat. But the backtracking was just too tedious and the map too confusing for me to want to wander through the same areas over and over. Still recommend trying it if the concept and aesthetic appeal to you though. Just temper your expectations. The game is more "interesting" than "great."
This game could be good if it were to try to be it's own art. but it tries to be something it's not . the sounds are annoying and not neon tech pleasent to hear . it feels more like a web game then a fleshed out game . and i really don't get other peolple reviews when they say "quality and detail" are we playing the same game? with this said... if you like puzzle games , visual out does give a unique feeling of freedom puzzles and for the dev's first game (it seems) it's not bad. the price could be better for what it is .. but i don't really know much about that so i can't comment. You are given abilities and entities on the map and you have to figure out what does what which at this point i understand the lack of basic tutorial. the map is open and you kinda get lost on what to do at first. i like the 4th wall breaking at times but this comes out as awkward and i sense it wasn't well written. sorry but i have to say the sounds are really more annoying then what people might think .. but maybe it's just my taste in music that has that assumption .. i'll update my review as soon i get the patience to play it again. for now.. is a no no.
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