
Forest of Strays is a hardcore platformer with many dangers scattered across the stages. Try to complete every level while collecting every leaf along the way, fighting enemies, evading traps and getting through precise jumps! Can the lost girl find her cat and return home?
Modeled estimate, not a reported figure. How we estimate →
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Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
Reviews, worldwide (the counter carries no country): 0/day in the week to Aug 19 → 0/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,400 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
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属于是2d平台新手进阶到高手的教学游戏了,低容错率,地形陷阱,跳跃幅度,怪物的路线能设计得精妙,明明白白。特别考验玩家对跳跃平台游戏的基础。是个不可多得的好游戏。
本来以为是休闲向的2d平台游戏,结果还挺有挑战性的,总是手跟不上脑子😭
Платформер на пару часов. В целом не сложный, но бывают моменты неожиданных ловушек. Больше понравился, чем нет.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Portuguese - Brazil
Hours played at review time, across 21 reviews with recorded playtime.
After checking out [b]Soulslinger[/b], my curiosity peaked and I decided to check another game from [b]Nether Lamp[/b], [b]Forest of Strays[/b]. It looked the most interesting to me and it’s the most recent game, which means my review will be more valuable than ever. So, how is it? [b]Forest of Strays[/b] is a pretty standard 2D platformer. It’s a two-button game - jump and sword slash, and that’s it. You cannot kill enemies by jumping on them, you will simply bounce off, or die if they are spiky. In stage 6, you acquire the aforementioned sword, which is used to defeat enemies and activate those pesky bear traps. The way enemies fly forward and the SFX make me think we’re hitting them with a bat instead of slashing, which is kind of amusing. The game is responsive enough, and rarely did I feel like my deaths were the fault of the game. The game is not very fast paced, and the levels are become longer the further you’re in, which means having to retread your steps after dying can be frustrating. Think of it as a series of mini-gauntlets, with the exception of boss levels and the hidden one, there are no checkpoints, if you make one mistake, you’ll have to start from the beginning. The game advertises itself as “hardcore”, which I personally think is a little exaggerated – it’s definitely not on the same level as [b]Celeste[/b] or [b]Airscape: The Fall of Gravity[/b]. That said, it IS a hard game, I did die a number of times, so if you’re expecting challenge, you’ll get some. One thing the game does right is variety. Even in challenge levels, the game keeps introducing new obstacles, and each set of levels has unique enemies as well. However, the level design… it’s fine, but for the most part feels uninspired. I counted at least 6 times where you had two extending spike blocks without iterating on that obstacle, which can feel a little repetitive. There’s also the double jump. After you collect all hidden flowers, you unlock the double jump. After collecting all maple leaves and beating normal mode levels, you unlock challenge levels. They are essentially the same as normal levels, but with more hazards. However, they don’t feel like they utilize the double jump properly. It’s as if the double jump is not there to be explored as a mechanic, but something secondary, not being used in levels specifically designed for this ability. The only real utilization is to collect some tricky green leaves, which are optional. There IS a secret level that actually fits the bill – an appropriately tough level, with tricky jumps, the double jump is absolutely necessary. It even combines enemies from different level sets, resulting in a fun and satisfying challenge. If there were more levels like this, I’d be more satisfied. There are a few issues I have with the game. In the boss battle in challenge mode, I wish there was a warning about paws coming from the ground and killing you, I died because I didn’t know that would happen. In the normal mode boss battle, you can jump behind the witch and slash her while she’s shooting forward, which in my opinion trivializes the first phase, may as well not have it if it’s this easy. Also, I am annoyed by the fact that you can both kill and be killed by the same enemy on the same frame. I feel like there should be a priority – either have enemies react first and kill you on the same frame or go the other way around and have the player take priority. The visuals are nice overall. I like how defeated enemies typically display a sad expression, it’s a cute little detail. However, a big issue I have with the aesthetics is that the visual variety is lacking. The game trapped itself by its title – [b]Forest of Strays[/b]. All you see is forest times 33. The only thing that changes between level sets is palette, and maybe a few new tiles are added like floating islands with vines in Enchanted Woods. But it doesn’t have to look so repetitive. There are different kinds of forests and forest trees. Maybe have some pine trees. Maybe some birch trees. Maybe even add something fantastical. How about a forest of cherry blossoms because why not? Or add mushrooms, maybe even giant ones, there are mushrooms in forests. Giant flowers? I think having some variety in the tilesets and backgrounds would elevate the visuals further. Somewhat related, but the dark forest is VERY dark. Obviously you’re supposed to get the lamp. [spoiler]But one of the pillar hints require you to beat all 4 levels without it.[/spoiler] If you can’t adjust your brightness or have a dim monitor, it may be impossible to do that. Maybe implement a brightness option? This idea is fr- wait, I already used that joke. Uh, this idea is… priceless! Here are a couple of visual nitpicks - I think the girl (protagonist) is oddly animated – her head and legs are facing forward, but the body looks like it’s facing the camera, and the arms are flailing, it looks a little silly. And in the ending picture after beating all normal levels, the girl doesn’t look like she’s holding the sword – it looks like she is clenching her hand but the sword is somewhere behind it. Again, these are just nitpicks. The music is a Stray CatJam (translation: very good). Having a talented bro has its perks, doesn’t it? When playing through challenge levels, the tracks are the same but with slightly altered instrumentation, similar to how the level design itself is similar but altered in some ways. Some may call this lazy, but I don’t really mind – the underlying songs are as enjoyable to listen as ever. Once again, there is no in-game story or lore to speak of. I think it’s kinda odd that the witch and the girl became friends at the end of challenge levels after beating up own cat for misbehaving, but whatever. I am more of a gameplay focused nerd than story, so it doesn’t bother me too much. To make a more definitive review, I checked the behind the scenes video. Just like with [b]Soulslinger[/b], [b]Forest of Strays[/b] began life as a game jam entry at itch.io. I won’t be talking about it much, I’d rather leave a comment on it on itch, but you can see an evolution in visuals – a bit rougher in 2020 original, and it’s just a single level, because of the game jam’s gimmick. I liked the idea of the sword spreading love instead of harming, turning hostile enemies into opposite. If that idea was kept, the game would’ve been much more unique and interesting. But yeah, the video was interesting and insightful once again. That’s how I learned about the secret level, which I had to beat to get a third hidden ending. Just like with [b]Soulslinger[/b], I am leaning towards recommending it than not. On its own, [b]Forest of Strays[/b] doesn’t do anything wrong. It controls well, the level design is fine, and does offer some challenge, the visuals are pleasing though lacking variety, and the music is quite good. However, if I had to compare [b]Forest of Strays[/b] and [b]Soulslinger[/b], I think I like the latter a little more, if only because it’s a unique take on the autorunner genre. [b]Forest of Strays[/b] by comparison feels like it plays it safe, and as a result, doesn’t have anything to stand out. That said, it’s far from a bad game. If you’re looking for a platformer quick fix… I mean, there are so many good platformers out there, but [b]Forest of Strays[/b] is not a bad pick. Just don’t expect it to blow you away. [b]Death Count = 218[/b]
[h1]|《流浪森林》 | 评分:78/100 [/h1] 一款画风可爱的平台跳跃游戏,玩法主要就是在地图中收集叶子,并且每张地图都有着隐藏叶子进行收集,一开始没有攻击手段,所以操作也是很容易,左右奔跑加跳跃,注意算好实际躲避陷阱怪物,到达一定关卡之后还会解锁剑,游戏整体内容不是很多,但是给人感觉很精致小巧。 [quote] [h3]💖💖[url=https://store.steampowered.com/curator/43660430][b] 涩涩评测小社 [/b][/url]💖💖[/h3] [h3]⭐⭐[url=https://store.steampowered.com/curator/44943987/][b]不太正经小社[/b][/url]⭐⭐[/h3] 不仅仅是涩涩哦,不正经玩游戏,正经评测每一游戏( • ̀ω•́ )✧ [/quote]
比较中规中矩的跳跳乐游戏 地图设计也很中规中矩 急停会脚滑 一滑就掉坑 掉坑就从头开始 关卡中间是没有保存点的 所以死了会从头开始 但是关卡长度其实非常短 也就无所谓了 [table][td][b]关注我们 [/b][url=https://store.steampowered.com/curator/30253125]甄游组[/url] [url=https://store.steampowered.com/curator/34433893]第一印象[/url] [url=https://store.steampowered.com/curator/40602490]免费游戏[/url][/td][/table]
平台跳跃闯关游戏,简朴像素风格,关卡地图设计还可以。 难度不会很高,但时长还是长了点,要耐心点。 游戏没有存档点,所以失败就重头再来,过关是收集叶子和特殊物品即可。 跳跃高度是固定的,所以还是比较考验距离把控。
[h1][b]平淡的平台跳跃[/b][/h1] 《Forest of Strays》是一款平平无奇的复古平台跳跃游戏,玩家将扮演一个小女孩利用操作与道具穿过无尽的森林。 本作为关卡制,每一关都有一些叶子收集品,其中包含大量绿色叶子和一个黄色叶子。 但就收集部分来看,纯粹为了收集而收集,由于游戏只有简单的跳跃操作,这些叶子也就简单放置在场景中,毫无挑战性,更没有乐趣可言。 此外游戏的跳跃是固定高度的,也就是说没有小跳和大跳的区别,因此会影响过关手感。 游戏在这个框架上加入了史莱姆、毛毛虫、蜘蛛等敌人,还有移动平台、尖刺木桩等内容。 不过整体玩下来还是略显无聊,平台游戏玩家可以跳过,想入门的话倒是可以试试。 [quote]欢迎关注我们的鉴赏家:[url=https://store.steampowered.com/curator/35402982/]走心评测[/url] ←遵从内心,写出真实感受 欢迎加入我们Steam组:[url=https://steamcommunity.com/groups/ZXPC]走心评测[/url]←点击加入,一起探索游戏的乐趣 喜欢这篇评论,也麻烦点个赞,让更多人能够看到![/quote]
可爱的平台跳跃游戏,越往后玩惊喜越多。不过其中仍有不少平台跳跃游戏新手制作人犯的问题,比如滥用极限跳(尤其在移动平台上的极限跳)、单关卡内难度配置分配不均、收集物判定不明确等等
Fun is subjective. Satisfaction is objective. This is not a satisfying game. I would guess that the goal is to show off the developer's design skills. They are acceptable. It's just that they are not acceptable enough. Most of the levels feel disjointed. They are alternating combinations of platforms and fragmented ideas, not something complete. Modern randomizers for existing popular platformers do a much more interesting job of this. Some secrets are so obscure that the developer had to reveal them himself. Level 12 is a fiasco, a section with two traps, collapsing platforms and a bat in between simply discourages the desire to continue. I want to be kinder and say that the developer tried to do something of his own, and as a first work it is not a failure (although adding control settings, something so normal and existing in games for more than three decades, only a year after the release is definitely a signal). This is a demonstration of skills. This is a demo. And in the developer's video, his interest in the process and desires are felt much more than in the game. The game does not show his passion, while everything else does. For this reason, I do not recommend the game. I can't imagine who to recommend it to as a game. It is a portfolio for hiring, but it does not feel like a standalone product.
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