
Wings of Vi is a challenging 2D platformer in which the player controls the angel Vi, tasked with defeating the Demon Lord Jeh’oul after he is freed from captivity. While inspired by masochistic retro platformers, Wings of Vi aims to cut out arbitrary difficulty in favor of skill based gameplay.
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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
Game has way too tight of scenarios for the even slightly casual player to be able to make it into the next area. As of writing this I have spent nearly an hour on the same spot trying to get past 2 barriers where only 1 switch before the first is accessible. IDK if the bosses or platforming is supposed to be the difficult part but, the frustrating platforming is what turns me off do to needing near perfect game play to get past it. I want to admit I don't typically play platformers but, getting through path of pain did not prepare me for an experience such as this
Уязвимость: Зад
I just finished Mortal Difficulty. I want to start with what kept me playing despite the difficulty and some questionable game design decisions. If you like variety in your 2D platformer, this has it in spades. As for the worlds/levels, each of them offers a variety of challenges in such a way that no 2 rooms feel the same. So there isn't really a difficulty spike within the world. It is more about anticipating or dreading the next challenge different from the last. The bosses are about the same caliber. They are all unique with their own gimmicks. That way the game never feels stale. Now the difficulty. There are 0 knockbacks when you hit an enemy. This is probably the main difficulty issue when you have faster mobs combined with tricky platforming. Fortunately, the platforming alone is not insanely hard and most of the levels do not involve platforming with mobs. Basically a very bumpy ride to the boss. About the controls, I'm not a fan of the fact that each game specific actions doesn't have their own specific buttons. It is a very annoying inconvenience, but also a forgivable one, since the controls are mostly very tight and responsive, a bit like celeste. So in the end, if you love platformers and want a unique and different experience, I highly recommend this game.
It's decent game, but it's too hard. I mean I like a good challenge, but this is too much. Play it if you like a good 2d rage game.
This is a great game for it's time, but do not be mistaken - It has aged poorly in terms of quality of life features and it has plenty of bugs that detract from the games overall great vibe. That being said, do not worry about feeling frustrated about the platforming, as once you solve most puzzles and timings, they are straightforward. But the paired with inconsistent respawning and often respawns into clips walls and moving platforms.. well it becomes a exercise in if the game will function properly. That aside, I do however, look forward to part 2 as there is plenty to improve upon and even more so to be excited for.
It's an IWBTG-like, and it's not crazy good, but it's alright. That being said, they lost me when they gave me an object to "teleport to the past". I went to some earlier path that I hadn't explored. Went through an entire level only to find out at the end that I can't proceed because it's the past. I'm 100% mad. Ok, fine. I swallowed my anger and went back in.
Amazing challenging platformer
Para basados
not fun or interesting enough to be worth dealing with its difficulty
Гравців в сраку деруть, а ті і не проти та щось про “patience” кажуть.
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Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
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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