
Butterflies is a video game about inline skating and graffiti. Apparently some people did that before, but they don't seem like they'll be doing it anymore.
Revenue comes from in-game items and microtransactions, which our price-based model doesn't estimate. The player count below is how many people own it, not what they spent.
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Themes across 41 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
i can feel butterflies in my stomach
There have been some attempts to recreate that lightning in a bottle that was [i]Jet Set Radio[/i]. Most focussed on upping the cool factor. More jetpacks and fashion items, but something got lost. In [i]Butterflies[/i], there's a snarky spirit alive that I really appreciate, with the mood rawer, more down to earth and melancholic, a bit like in [i]Umurangi Generation[/i]. From what I've gathered, there are broadly two types of players in this particular genre, no judgement intended: Type 1 accepts and maybe even wants a steeper learning curve in their controls. They played and learned to enjoy [i]Jet Set Radio[/i], even though it felt slow and unwieldy at the start. Type 2 prefers a less strict approach to physics and momentum, likes [i]Jet Set Radio Future[/i] or [i]Bomb Rush Cyberfunk[/i], these play more like 3D platformers and feel faster and lighter. [i]Butterflies[/i] seems more a type 1 type of deal, closer to the original, warts and all, but it also means satisfying braking and a feeling of actually being an inline skater, not just a video game character randomly rocketfuelling through 3D space. Now: Starting out into the world after the tutorial I admit my belief was wavering for a moment... I went down a hill with no clear objective and there were these red vision cone blotches everywhere and things zapping me from all sides? Would I not be able to defend myself? Turns out I had missed a LOT: Missions, [b]like the very first one about cruising down[/b], need to be triggered with the action button. The zappy security cameras can be disabled by spraying them, and they will stay disabled until you reload. Which creates a cool loop of coming into an area, trying to tag a wall, but first you'll have to secure your surroundings, so you locate all the cameras, usually up high, figure out ways how to reach them, on the way you'll encounter new missions... Belief restored. There are systems, progression, story, everything. Don't skip the tutorial, then you'll have a good time. Super tight soundtrack, by the way, with some bold sampling of JSR classics.
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Languages: English*, French*languages with full audio support
Hours played at review time, across 41 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
i am SO mixed on this game, but i just cant bring myself to hate it tl;dr of whats good: episode 1 has the highest bar for tunes, episode 2 is the one that's most good on average, episode 3 has the best map and ui, snag it on a sale with that said oh my GOD ascending in this game is like yanking my ballhairs i REALLY dont wanna compare this game to brc because theres way more people on team reptile compared to le crew, but even with the smaller scope and episodic format, it feels inCREDIBLY jank and clunky and you know what? i kind of respect that. i dont even know how to make a rail grinding system lol and im very mixed on the soundtrack because theres some tracks that have SO much juice, and then theres ones that are like, okayer. i both love the graphics of episode 3 and also wish they were so much better. as i said before, ep 3 has the best ui, but the buildings themselves look like placeholders most of the time. they look like rubiks cubes i love the emphasis on wallrides, but ascending still feels way more painful than it should, ESPECIALLY with the camera ♥♥♥♥♥♥♥♥♥ but again, i applaud how much the game has the vibes of "♥♥♥♥ it, we ball." its unabashed. its raw. its hip. its cool. get it on a sale tho
Played this game for a bit. Hopped off my PC and went to pick up the dog poop. Had more fun doing that.
I do not remember the circumstances in which I acquired it, but somehow I own Episode 3 and ONLY Episode 3. That being said, I'd been aware of this game since its earliest Itch.io days, and never got around to trying it out until just now. I'd like to echo the sentiment I see in another review: I wish Steam let you rate games as "Maybe." This is not a bad game, it's just a quirky game, and how you'll feel about it depends on a lot of factors. In some places, it leans very hard into feeling like a Jet Set Radio fangame, and in other places, it's very clearly trying to do its own thing, and sometimes that gels and sometimes it doesn't. The controls take a lot of getting used to, and even after an hour, I'm not entirely sure I was playing the game correctly. The description mentions "ultra-tight momentum-based platforming" and I don't know if I'd describe this as tight. It's trying to simulate the feeling of rollerblading more than Jet Set Radio does, which means there's a lot more roll and sway to your movement. That's not necessarily bad, but I did find myself playing this wishing it controlled more like Jet Set Radio. In Episode 3's first (only?) environment, there are a lot of places they expect you to reach by platforming up to them, but getting up there is difficult. For being a so-called "platformer", there aren't a lot of platforms, and I was always grasping for more height than Butterflies was willing to give me. It's nice that it lets me experiment and figure things out for myself (I eventually learned that wall rides were my friend), but it was getting kind of frustrating regardless. It's easy to miss rails, it's easy to bump into things, and enemies are a constantly-respawning threat. If I could just grind up lamp posts like in Jet Set Radio, a lot of verticality-related annoyance would go away. I was also never sure where to go or what I was supposed to be doing. Even Jet Set Radio gave you easy access to a minimap, but unless I'm blind, I couldn't find any such luxury here. You're just dropped in an open world with MULTIPLE HUNDREDS of graffiti targets and that's kind of your lot. Finishing enough graffiti will present a notice that you've unlocked a mission, but near as I can tell, the missions are just more graffiti targets, but now they're in special or obtuse locations. The graffiti minigame is a little too simple to hold up to such repetition, too. If there's more to do than just spray 400+ graffiti targets, I had a hard time finding it. The primary variety is when you have to deal with the cops, who wear reflective masks and speak through a Half-Life-2-Combine style scratchy filter. The cops LOOK cool, but there's never any way to get rid of them. You can attack them and spray over their masks to blind them, but that only lasts a few seconds before they start hassling you again. In places where cops are placed near graffiti, it's particularly annoying, because I couldn't figure out a way to exit out of the graffiti minigame in order to stun the next cop before they grabbed me. Worse are areas guarded by security cameras. Most of these are actually just turrets that shoot at the player and can track from very long distances. There's nothing you can do about these. You can't disable them, you can't stun them, and you can't get rid of them as far as I can tell. There are a lot of graffiti targets specifically in the line of sight of these turrets, and the only way to finish your spray is to willingly get shot over, and over, and over again. It bares repeating: after an hour of play and something like 100 targets sprayed, I feel like there's a lot here I could be missing because the game does not tell you. Even just a simple "How to Play" from the options menu, like an Xbox Live Arcade game, would go a long way to making me feel more confident that I was doing what the game wanted me to do. There's a major breakdown of communication here, and while that's on me for somehow not owning episodes 1 or 2, I get the impression the developers are expecting more people to be interested in Episode 3, given it seems to be where most of the focus has been placed. I don't like being critical of this game. These are Jet Set Radio fans expressing their love in a time before even Bomb Rush Cyberfunk. And I like the aesthetic, I think they nail the art style, and though the music is a little derivative it's still very enjoyable. But in terms of how it plays and how much there is to do, Butterflies is pretty lacking. And yet it still feels like it's scratching the surface of something special. I can't be mad at it, or even too disappointed. I just wish there was a little more to it in the right places.
really good
Sad because I wanted to like it! The controls are just too clunky. Feels less fluid than the original Jet Set Radio, which this is clearly inspired by.
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Butterflies nails the feeling of flight. The most fun I've had grabbing air in a game. Soar in style. Would love to see the engine for this expanded on. A full fledged Metrovania on blades.
Graphics are kind of weird, same as the characters, controls are a little bit weird, but you can learn the movement pretty quickly. The first thing that i liked about the game was soundtrack. If you like jet set radio, better buy Bomb Rush Cyberfunk. 6/10 edit: after playing this for a while, i got used to the characters and graphics, i think this kind of graphics fits this game.
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