
Help the little furry friend to escape the evil swamp and get back to his world.
Modeled estimate, not a reported figure. How we estimate →
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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
Reviews
I like the aesthetic, but Furfly otherwise commits an unfortunate number of mistakes. The main issues here tie in with Furfly's rather strict time limits. While levels having strict time limits is not a bad thing in and of itself, the game doesn't properly take this into account. Most notably, the positions of moving hazards are not reset upon death. As hazard positions don't reset, it's far too easy to run into a situation where you sail past a hazard on one attempt and on the next attempt you waste precious seconds waiting for that same hazard to move out of the way, which in turn causes you to run out of time before reaching the goal. The second problem is the respawn system. Games like this, where deaths are common, normally have instantaneous respawns, but respawning in Furfly takes a few agonizing seconds every time. What's more, the camera doesn't snap back to the start of the level, but instead only starts to move back *after* you have respawned. This can be a real problem on larger levels because you can actually respawn before the camera reaches you, forcing you to choose between flying blind for a second or two or wasting that precious second or two waiting for the camera - which in turn almost certainly would result in running out of time an inch before the goal and once more needing to wait for the camera to make its way back to start. Additionally, the hitboxes are off. Specifically, some of the hitboxes in Furfly are slightly *larger* than the objects. Fly too close to a sawblade and the empty air around it will turn your poor fly into a bloody splatter on the white void. To be clear, as this is a rather major issue to accuse a game of having, I went through my own footage frame-by-frame and also looked at gameplay videos from other players to confirm this. Mechanics aside, the level design is also all over the place. While many levels have incredibly strict time limits, others give a huge amount of leeway. Difficulty varies wildly through all 100 levels with no real sense of a curve; some early levels are incredibly brutal while many levels near the end of the game pose nearly no challenge at all. The levels themselves also tend to feel very repetitive with the same exact hazard copy/pasted 5+ times in a row and entire segments between levels are virtually identical with very minor changes in hazard placement. On top of all of this, the later levels start adding in dead-ends where the only reward for making it through a gauntlet is a wall and the only option is to try again down a different path. Furfly's a pretty simple game, so there's not much that it can do wrong. Unfortunately, the things it *does* do wrong often go against basic game design sensibilities, making for an experience which is frustrating both in level design and mechanics.
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Hours played at review time, across 21 reviews with recorded playtime.
The art of this game is what grabbed me at first. Ported from the mobile platform? I don't really notice it; well-designed and well-developed, although some improvements can be made: as soon as you die, the furfly (or maybe [url=https://www.google.nl/search?q=hoodlum&client=opera&hs=waE&source=lnms&tbm=isch&sa=X&ved=0ahUKEwitm-DEu4TOAhVDcBoKHZVGCukQ_AUICCgB&biw=1440&bih=790#tbm=isch&q=black+lum+rayman+3]Black Lum[/url]) respawns correctly, but boxes, rocks, saws etc. don't get their initial position most of the time, which makes it easier, but sometimes difficultier; taking into account the time pressure, it's annoying sometimes. Other than that, not much to complain, but some crucial additions to get more players: - Achievements: I didn't really feel I was on a mission, lacking motivation a bit; - Leaderboards: time-based, adding value to the time pressure you're saddled with; none of the times set are registered at all. The game has some challenges, but it got interesting @ level 35; levels are getting progressively harder, but there are some drops in difficulty and the challenge level reaches its limit, a couple of levels before level 100 already. No big deal though. Would definitely recommend for €1,99 7.5/10
Maze/time attack obstacle course where you’re guiding a, um, “fly”, right? through a hundred black and white Unity maps racing against time constraints that are [b]laughably[/b] tight. Yeah—you’re not getting past stage 20: the hit boxes are garbage, and the difficulty feels like one of the sliders broke off. You’ll swear you’re missing an input control after stage 2, but nope! All you need is your D-pad, stick, or arrow keys. Pfft. And my Steam library tagging suggests that I completed this?, which, just… no, I didn’t. Well, I’m not bothering to figure out how or why I believed that to be the case, anyway. TL;DR [i]Utterly impossible[/i] and unpleasant “casual” indie dreck with fake reviews and zero historical player base. [b]EDIT[/b] Dammit, I think I did beat this. Going back one last time, you literally have to hold the Up arrow while directing your "little furry friend" with your controller to beat even the first 10 stages. No one play tested this. Nobody's coming to save us. [b]Pros:[/b] [list] [*] Use secret code “Escape key + Escape key” in-game to access the next part of your day [/list] [b]Cons:[/b] [list] [*] Almost funny as a punishment [*] For $4.99, buy a brick, smash one of your left toes, and use the change to buy a bottle of tabasco sauce to pour into your next hangnail: it’ll be a better story and a better time than this
Very good game :)))
best
This game is cancer ^_^
I want to play blu whale right now !
Interesant
Amazing game! Good job.
lol
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