
A series of disruptive events cause uneasiness among the people. The mayor needs your help to investigate different parts of Hatchwell and figure out what's causing these events, which seem to worsen as the day goes by.
Modeled estimate, not a reported figure. How we estimate →
Prices
The United States storefront in every case, so this compares stores and not countries.
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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
Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Sums Steam only; Nintendo publishes no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $9.99 | 35reviews | 80% | — | $9K |
| $9.99 | — | — | — | not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Engagement
Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Unfortunately, this game is unbelievably bad for me. The only pros it has seems to be the cute pets available and how you can play with them. Once you try to progress the story, all the bad design choice are out: - Retro Zelda-like attack, including the very short range and limited direction. Short range still alright, but the direction issue is just annoying. It means that enemy can and will easily go to a specific angle that you cant hit them without getting hit by them first. - Some enemies are also designed to be outright annoying - you cant kill them with the normal attack, then using whatever that can kill them will make them running around very fast while you have barely anyway to dodge it. - The control is counterintuitive. Yes, you can set your own control, the problem is, some of them are paired. The attack button and the confirm button are unexpectedly together and is actually the traditionally jump button - while the attack button of most game is a roll. So be expected to roll into enemy again and again. The menu button is actually ... the R trigger... - The boss has a really bad hit box. Basically, you will get hit way before your sprite even touch the boss sprite, and this is just on the side view. if you're behind the boss there's absolutely no way to know. - The guidance in various part is horribly done. Is the thing safe to touch? Never know. If you can push it? Can't really tell. Can you cut it? Can try but you might be hurt. - Combining the last two, the boss fight is a chore. I spent forever trying to attack the boss confusing why the hell the boss has so many HP, only to realise that I was meant to do something else. There's ABSOLUTELY no way to tell that you're "attacking wrong", especially since the boss DID respond to your attack. - Then, as bad as the boss is, at least, you can attempt it quickly right? NOPE. Sorry, you respawn right outside the dungeon. Feel free to walk back to the boss again with enemy respawning on the way so you might get hurt approaching the boss again. - Speaking of enemies respawning, enemies CAN and WILL respawn on you directly scoring some free hit. - Some of the puzzles, like those puzzle that can hurt you, can actually lock you in a position that you need to get hurt to leave and reattempt or even die. - Also, buying items from the shop is more or less a guessing game. There's no info on what they do, how to use it etc, UNTIL you buy it and check it in your inventory. Even so, certain item has no info on how to use it, and what will happen after you use it on certain spot. So many blind guesses needed. All in all, I wish this is a game for me since I still play retro game a lot (or even actual old game), but unfortunately it's very hard for me to push on or progress the game. If you have a lot of free time, sure, you can waste some hours in it. For working class like us with limited holiday and not much time to spend, I will suggest you go for something better.
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Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $9K | 149 | 60% | $1.88 | |
| $9K | 161 | 74% | $1.74 | |
| $9K | 71 | 93% | $7.99 | |
| $9K | 283 | 47% | $0.99 | |
| $9K | 50 | 88% | $5.99 | |
| $9K | 272 | 78% | $1.49 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $725 | 5 | 80% | $6.99 | |
| $573 | 19 | 68% | $1.99 | |
| $91 | 1 | 100% | $3.99 | |
| — | 0 | — | — | |
| $139.1K | 296 | 91% | $13.49 | |
| $76.9K | 133 | 75% | $17.99 |
Hours played at review time, across 40 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
I don't recommend because the controls are janky and awkward. If it weren't for the controls being like that I would recommend this game. Also there is stuttering with full screen so I had to play in window. Not a fun game to play because of the controls.
good
A little nice game :)
Ah, so this is becoming a very popular genre. It's kind of a hodgepodge, with throwbacks to Stardew Valley and other such games. I feel the mystery going on in this RPG has a non-obvious answer, but one worth pursuing. Also, I love a game that has a wit that reflects its developer, and there's something about the wit in Hatchwell that is subtle and smart. I do recommend paying attention to the dialogue and story because there are important clues in there. But with the taste I had of this title, I think it has something to offer that's broader than what's encompassed by a modest impression. Overall summary: something mysterious and cozy is going on in Hatchwell. https://www.youtube.com/watch?v=o3ryplKvl1I
Very cute game!
Cute pixel Zelda-like game. Puzzles in the caves makes you think and bosses - learn their behavior first. A very well made game with a lot of charm.
A short but sweet Zelda-like that does enough of it's own thing to stay fresh. The story is pretty good, the dungeons are mostly great, and the boss fights are really fun. Especially the final boss fight. There are even side quests that change some minor things. My biggest complaint is that you don't really get rewarded for doing any exploration until the very end, because a lot of things will be locked behind all different dungeon items. The entire game taking place in and around a single small village kind of makes it reasonable though. There's also a few softlocks and crashes in the game. But the dungeons are small enough that it doesn't really matter if you have to replay 15 minutes here or there. Definitely a recommend from me, go play it if you enjoy top down adventure games. 8/10
If you are shopping for a cute fluffy Zelda Link to the Past clone.....you found it here. But it isn't perfect....not even close. The game fails to explain a lot from the beginning. I have money to buy goods now, and have no idea what anything does. The controls are confusing to get in and out of the menu since you have start for a restart/quit menu, and then R bumber for menu where you will find inventory and settings. Settings...really? Then to save you have to go into the R bumper menu than hit L bumper. It is so poorly planned you will sit there just trying to remember what menu to go to and how to navigate them. The pet aspect is a cute...gimmick. In the end my pet feels more on a liability than useful. In fact in the first dungeon I shed no tears when it was out of health. Aggressive style should be renamed to suicidal. If you are going to have an AI partner...give it some brains. I've seen chairs that are smarter than my pet. But the biggest problem is that nothing is really explained. Have fun figuring out how to beat the first boss on your own. Actually let me put it into perspective: currently only a little over 50% of people have the achievement for beating the first boss (50.3% to be exact). In other words....you and a friend buy this game, and then look at each other. One of the two of you will not even bother to pass the first dungeon. The sad part is that this could have been good if it had tutorials and a better partner AI...but it doesn't. I guess it didn't hatch too well...afterall.
[h1]A [i]Zelda[/i] homage with an [i]Earthbound[/i] feel...[/h1] Although [i]Hatchwell[/i] is clearly an attempt to replicate the top-down feel of the older [i]Legend of Zelda[/i] titles, the characters, dialogue, music and story (graphics, too) all feel like they took something from [i]Earthbound[/i] as well. It isn't as good as any of the titles from which it derives, [i]Hatchwell[/i] is a fun romp in a very contained world that only barely outstays its welcome. The world is large, but constrained in ways that feel unfortunately artificial. There is a path early in the game that literally tells you that it is beyond where you can go in the game. In this respect, [i]Hatchwell[/i] makes you explore vertically into dungeons and caverns instead of expanding horizontally, making the town of Hatchwell your playground. Much of the world is gatekept by items in the familiar Zelda formula, and for the most part the items do fit with the game's theme. Exploring is also like opening up the worn pages of a beloved children's book, bombing cavern entrances and (once you are able) swimming to find new paths to treasure only previously visible but just out of reach. This is a indie love-letter to the games we enjoyed in the 90s. There are a few flaws that merit mentioning. Controls are a bit janky in that spikes and other deadly obstacles seem to have a hit box far too advantageous toward the game. You will lose more hearts to falling or getting pushed by spikes than you will the enemies. The dodge doesn't seem to have any iframes, which is fine in general but against some boss attacks feels unfair when trying to avoid numerous projectiles. These are minor issues in the grand scheme of things. My other complaint revolves around the story and length. I think the first 3/4ths of the game have a clear pattern and direction, but the last quarter is uninspired. I wondered if they ran out of ideas and ended up rushing to wrap things up. The story isn't anything to write home about in terms of complexity; it is about what you would expect (not that it needs to be) but it could use some polish as I felt like there were elements not explained. Characters don't really get any sort of closure and the story ends abruptly. There is no endgame content; you will start back before defeating the final boss on your save. The final couple of bosses are also sort of wishy-washy. Compared to earlier bosses in the game, the level of difficulty is minimal and the strategies simpler than what you needed against foes you faced when you were muddling through the midgame. I also was ready for the game to be done as it seemed like the last boss or two were there only to artificially extend the length of the game rather than for meaningful plot purposes. The biggest complaint? Menu navigation is atrocious. You don't have the ability to remap controls, and not all of the gamepad controls are used. Silly button sequences to get to the save menu are inexcusable (I can't just press start > save?!?). The UI never remembers your fullscreen selection, so the game always starts minimized which is irritating on my 4k display. Why in 2023 are these types of issues still common? I know the indie label can cover a multitude of sins, but this is the easy stuff that should be resolved without a second thought. In spite of these flaws, [i]Hatchwell[/i] does a good job at being a 90's Zelda-lite. You could do a whole lot worse at this price point. I would be interested in playing a sequel or something similar from this developer.
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