
In ZRoll you will encounter many difficult levels. You will need to jump over the platforms, use different mechanisms and collect ancient totems to earn achievements and pass the levels.
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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
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
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[h3] 跑酷類收集遊戲 [/h3] 總共6關,每關50個圖騰要收集。 一點都不休閒,一開始玩會蠻折磨的! 球是有慣性的,方向鍵鍵是給指定方向施加推力。 [u] 優點: [/u] 便宜、有卡片。 [u] 缺點: [/u] [olist] [*]每個關卡場景、圖騰位置都一樣,只有天氣時間不同。 [*]不能回到主菜單,要換關卡只能關掉遊戲重開。 [*]沒有存檔點,如果沒有一次把圖騰全部收集,下次要重新收集。 [*]如果不幸垂直落在有彈跳效果的火焰上,只能重玩,因為會不停上下彈跳無法移動。 [/olist] [u] 遊玩心得: [/u] 剛玩時會花比較久時間通關,花時間探路,通關一遍就不要走已經知道沒東西的地方了。 學會在貼著側牆連跳可以快速跳關,爬階梯要斜著跳比較輕鬆。
[b] P. S. Если сложно пройти игру, используй мое руководство: [/b] https://steamcommunity.com/sharedfiles/filedetails/?id=3561496240 [h1] 6 КРУГОВ ОДНОГО УРОВНЯ [/h1] "ZRoll" – игра, бросающая вызов самому понятию игрового процесса, именуемую для красоты жанров "казуалкой" и "платформингом" от третьего лица. В этом "шедевре" нам предстоит управлять неповоротливым бронзовым шариком, чья единственная задача – собрать на каждом из, с позволения сказать, уровней, 50 (а точнее, 51) таинственных "глифов", словно вырванных из самых глубин ада. И вот здесь кроется вся соль, или, скорее, вся горечь. Заявленные цели – сбор этих самых глифов – прописаны ясно, как день (и причем все уровни открыты сразу - а переброска на слеующий переходит когда подбираете 51-ый глиф). Однако, что такое "уровень" в мире ZRoll? Шесть раз... ШЕСТЬ раз повторяющаяся, до боли примитивная декорация из бетона и камня, с унылыми ящиками, на крошечной, лишенной малейшей фантазии карте. Да, именно так: шесть этапов – ЭТО одно и то же место, лишь с косметическими изменениями освещения. Никаких новых зон, никаких кардинальных изменений физики шарика, которая, к слову, сама по себе – отдельное испытание, настолько шарик лишен послушания. Создатели, похоже, решили взять высоту в деле халтуры. Три сотни достижений? Грош им цена, когда игра не предлагает ни внятного начала, ни логичного финала. Вся "глубина" ZRoll сводится к шестикратному прохождению одного и того же уровня, меняющего лишь оттенки серого, синего и оранжевого. И даже расположение "глифов" остается неизменным В КАЖДОМ уровне. Прохождение займет от силы минут сорок, час – если руки не из 5 точки растут. Больше добавить нечего, все очевидно. [h3] Вывод: [/h3] https://steamcommunity.com/sharedfiles/filedetails/?id=3612049014 [i] P. S. 2x. Понравился отзыв или мой профиль? Скинь награду Steam на отзыв. Благодаря вашей поддержке я продолжаю получать удовольствие от игр и написания обзоров! [/i]
我一般不玩这么烂的游戏 但是烂到老牛的还是要启动下 比评论区感觉的要好,不是太差,肯定比粗制滥造要强;受苦跳跃玩法,中途不能存档就难上加难,内容太少,如果继续更新关卡,就是宝藏游戏了。特色是有物理效果,旋球效果(映象里只有科乐美的胜利十一人/实况足球里有这个效果,但没这个游戏旋球模拟的好;而且体育游戏有旋球效果满正常,在跳跃玩法里引入旋球也算新颖的)。无中可玩,1内强烈推荐入库。 特有规则或键位备忘:跳起靠近墙可以二跳或无限跳,不确定是否能反弹跳。wasd移动,空格跳跃。 画面:** 音乐:* 剧情:* 演出:* 玩法:*** 创意:*** 手感:*** 难度:**** 丰富:* 耐玩:** 优化:* 更新:* 热情:* 细节:* 打磨:** 诚意:* 不足,bug,建议等:we need new update, chinese, save, cloud save. 202304,steam,steam掉卡抵扣,t a o宝,支付宝红包,hxxxx,indie gala,daily indie game,fanatical,杉果,它处自定义包入的本体约4元。爱人如己,目前就这,看以后追评。有中文的游戏请耐心自研体验乐趣,攻略指南尽量不用。不建议使用外挂,插件,作弊之类的,游戏都要这样搞,那现实里那更是如此了。兄弟萌,强烈建议不要第三方平台的小店买y u额,通过饰品等挂steam市场转的,高概率red信乃至封号,且行且珍惜。
⢸⠉⠉⠉⠉⠉⠉⠉⠉⠉⠉⠉⠉⠉⡷⡄⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀ ⢸⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⡇⠢⣀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀ ⢸⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⡇⠀⠀⠈⠑⢦⡀⠀⠀⠀⠀⠀Are you winning son? ⢸⠀⠀⠀⠀⢀⠖⠒⠒⠒⢤⠀⠀⠀⠀⠀⡇⠀⠀⠀⠀⠀⠙⢦⡀⠀⠀⠀⠀ ⢸⠀⠀⣀⢤⣼⣀⡠⠤⠤⠼⠤⡄⠀⠀⡇⠀⠀⠀⠀⠀⠀⠀⠙⢄⠀⠀⠀⠀ ⢸⠀⠀⠑⡤⠤⡒⠒⠒⡊⠙⡏⠀⢀⠀⡇⠀⠀⠀⠀⠀⠀⠀⠀⠀⠑⠢⡄⠀ ⢸⠀⠀⠀⠇⠀⣀⣀⣀⣀⢀⠧⠟⠁⠀⡇⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⡇⠀ ⢸⠀⠀⠀⠸⣀⠀⠀⠈⢉⠟⠓⠀⠀⠀⠀⡇⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⢸ ⢸⠀⠀⠀⠀⠈⢱⡖⠋⠁⠀⠀⠀⠀⠀⠀⡇⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⢸ ⢸⠀⠀⠀⠀⣠⢺⠧⢄⣀⠀⠀⣀⣀⠀⠀⡇⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⢸ ⢸⠀⠀⠀⣠⠃⢸⠀⠀⠈⠉⡽⠿⠯⡆⠀⡇⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⢸ ⢸⠀⠀⣰⠁⠀⢸⠀⠀⠀⠀⠉⠉⠉⠀⠀⡇⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⢸ ⢸⠀⠀⠣⠀⠀⢸⢄⠀⠀⠀⠀⠀⠀⠀⠀⠀⡇⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⢸ ⢸⠀⠀⠀⠀⠀⢸⠀⢇⠀⠀⠀⠀⠀⠀⠀⠀⡇⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⢸ ⢸⠀⠀⠀⠀⠀⡌⠀⠈⡆⠀⠀⠀⠀⠀⠀⠀⡇⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⢸ ⢸⠀⠀⠀⠀⢠⠃⠀⠀⡇⠀⠀⠀⠀⠀⠀⠀⡇⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⢸ ⢸⠀⠀⠀⠀⢸⠀⠀⠀⠁⠀⠀⠀⠀⠀⠀⠀⠷
I am 32 years old. My ex-wife and I have a daughter together, and we adopted our son together. Both are now 4 years old. When we were going through our separation, I felt lost and unhappy. I was self-destructive. One day, I was so angry with everything spiraling out of control that I punched a concrete wall in a moment of overwhelming emotion. This resulted in breaking my fifth metacarpal in my right hand—the hand I worked with, played games with, and used to carry my children to bed—the hand I desperately needed to ensure I could continue providing. Upon learning the severity of the self-inflicted damage, I became almost suicidal. Keep in mind that just a few months before this, I was the happiest man, with no history of depression or anxiety. I had never experienced anger outbursts, nor was I the type to break down and cry, but I was in a tough situation that truly prevented me from seeing the light on the other side. With nothing better to do, I looked for a game I could play WITH ONE HAND while recovering. Somehow, I stumbled upon this game and read some of the comments. I decided it was worth a try... I must admit I didn't beat the game, nor did I play as much as some of you. In fact, I may have played this game for only a day or two. That being said, after doing so, I had a new joy and hope for life. I managed to leave behind the pain and suffering that had been thrust upon me. I could experience the joy and happiness of other people. I relaxed for 5 ♥♥♥♥ minutes listening to this music, long enough to realize that I would be okay. After realizing this, I turned off the game and went back to work. My hand hurt a lot, but I was motivated. I stopped feeling so sorry for myself and became the father I needed to be at that moment, not the weak boy I was behaving like. Today, I am close friends with the mother of my children. We don't fight, argue, or say hurtful things to each other. We are parents and friends. Now I have 3 children. My third child is, wait, ALSO 4 YEARS OLD. The woman I am with was going through a very similar situation at the time of my separation, and we just unexpectedly stumbled into each other's lives. We have been dating for a year and are very happy together. Moral of the story: you never know what life has in store for you, and if I had given up when all odds were against me, I wouldn't be where I am today. This silly little game helped me realize that. Thank you.
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ZRoll is a minimalist yet demanding indie platformer developed by KxONE, Andrew Drumov, and starmops, and published by Bitlock Studio. It takes a traditional approach to precision platforming, offering a straightforward test of timing, reflexes, and patience. The concept is simple: move through a series of compact stages, avoid traps, manipulate mechanisms, and collect totems scattered across increasingly treacherous environments. There is no elaborate backstory or narrative structure; the game’s focus is purely mechanical. Every stage is built to challenge precision and consistency, drawing inspiration from classic skill-based platformers while keeping its presentation clean and uncluttered. This simplicity is both the foundation of its charm and the source of its limitations. At its best, ZRoll succeeds in distilling platforming down to its purest form. The levels are tightly constructed, rarely wasting space, and each obstacle serves a clear purpose. Jumps must be timed to perfection, switches must be activated under pressure, and hazards often leave no room for hesitation. The game operates with an almost rhythmic quality—the player learns to move in patterns, to anticipate, and to react instinctively. Each stage offers a self-contained puzzle of movement, often forcing you to experiment with speed and trajectory before you find the perfect path forward. The inclusion of collectible totems adds a layer of optional challenge for completionists, rewarding those willing to explore every corner and master the nuances of the game’s physics. The design is unforgiving but fair, and while death comes frequently, the restart is immediate, keeping frustration at bay and encouraging quick retries. The game’s simplicity in presentation serves its gameplay well. Visually, ZRoll avoids unnecessary detail, opting instead for clarity and contrast. Backgrounds are muted, emphasizing platforms, traps, and interactive elements. The color palette shifts subtly from level to level, giving each stage a distinct tone without overwhelming the senses. This minimalist art direction allows the player to focus entirely on movement and timing. The occasional environmental effect or lighting variation gives the sense of progression, but the game never relies on spectacle. Its audio design mirrors this restraint—sound effects are minimal and functional, marking jumps, collisions, and successful interactions without drawing attention to themselves. The soundtrack, though sparse, maintains a steady energy that complements the rhythm of repeated attempts and incremental improvement. As the game progresses, it introduces new mechanics that change how players think about movement. Moving platforms, switches, and timing-based hazards force constant adaptation. Some levels require manipulating the environment to open new paths or deactivate traps, adding a mild puzzle element to the otherwise linear structure. The difficulty curve ramps up sharply, but in a way that feels earned. Each stage builds on lessons learned in the previous one, creating a satisfying sense of growth through skill rather than upgrades or power-ups. The developers’ choice to keep controls simple—focusing on precision and physics rather than gimmicks—gives the gameplay a consistent, honest challenge. For those who enjoy the satisfaction of mastery and repetition, ZRoll can become strangely addictive, rewarding patience and persistence over brute force. Despite its strengths in design clarity, ZRoll is not without its shortcomings. The biggest issue lies in its repetition. While the early stages introduce mechanics at a brisk pace, later sections start to feel familiar, with variations on obstacles that players have already conquered. The limited variety in visual themes and hazards can make extended sessions feel monotonous, and without a narrative or evolving goal structure to tie the experience together, the motivation to keep pushing forward can wane. The precision required for later levels can also alienate more casual players, as mistakes tend to be punished harshly. For some, this high difficulty will be the main appeal; for others, it may quickly become discouraging. Additionally, because the game lacks deep customization or alternative gameplay modes, it relies heavily on its core mechanics to maintain engagement. Technically, ZRoll runs smoothly and efficiently, with fast loading times and stable performance even on modest systems. Its Unreal Engine base allows for sharp presentation and fluid animation, though its visual ambition remains modest. The physics engine feels responsive, and the character’s weight and momentum are consistent across all stages, making it easy to develop muscle memory for jumps and landings. However, there are moments where collision detection feels slightly unforgiving, especially when landing near edges or trying to execute tight maneuvers. These small imperfections don’t break the game, but they add a layer of tension that can occasionally feel unintended. Still, for a small-scale indie project, ZRoll’s polish is commendable, and the minimalist design helps avoid many of the pitfalls that plague more complex platformers. What sets ZRoll apart from many of its peers is its purity of intent. It is not trying to reinvent the platforming genre or impress with cinematic flair—it simply aims to offer finely tuned levels that test your precision and patience. Its stripped-down presentation reinforces that focus, making it easy to pick up and play in short bursts. The inclusion of hundreds of achievements gives an extra incentive for perfectionists to replay stages, chase better times, or complete every optional objective. For players who thrive on mechanical challenge and don’t mind the absence of story or spectacle, ZRoll provides a satisfying loop of failure and improvement. Each completed level feels like a small personal victory, earned through repetition and skill rather than luck. Ultimately, ZRoll is a game built for a very specific kind of player—someone who appreciates discipline, timing, and minimalist design. It offers no distractions, no artificial padding, and no pretense. Its simplicity may limit its appeal, but within that narrow focus lies its greatest strength. It is a platformer that demands attention, rewards mastery, and punishes carelessness, yet it always encourages another attempt. For a small, inexpensive title, it delivers a surprisingly cohesive and well-balanced experience. Though it may not leave a lasting impression on those seeking narrative or variety, ZRoll achieves exactly what it sets out to do: provide a compact, skill-driven platforming challenge that values precision and perseverance above all else. Rating: 6/10
The levels were maddening for me. It's not the first game to feature a ball as the player character, but it's simply not executed well.
Game gave me vibes of modernized Marble Madness, which on itself was not bad thing. You control ball on various levels collecting flaming totems. Graphics nice enough, music just ambient. Controls are difficult with ball's acceleration and deceleration not making movement intuitive. Frustrating movements when it falls from some top levels down to depths of ocean and you have to roll and jump back up. Game have six levels, but they are all the same through different graphics filter. Collecting 50 flaming totems once is enough. Graphics can't make translucent water so levels which are near surface take camera higher and you have to make movements blind. Difficult and frustrating, not something I'd like to relax with. Aside that there aint't much extra bling in game, not even title graphics.
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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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