
Between dreams and nightmares, “Koloro” tells the tale of a young pink hair girl named Kora who embarks on a quest to find her missing sister through a stunning Puzzle-Platformer crafted by Sköll Studio.
Modeled estimate, not a reported figure. How we estimate →
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Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Sums Steam only; PlayStation, Nintendo publish 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 | 76reviews | 93% | — | $12K |
| $3.49−65% | 26ratings | 69% | — | not modelled | |
Engagement
Reviews
899
Koloro is a rather pleasant dream. [b]DISCLAIMER: THIS REVIEW DOES NOT EVALUATE COOPERATIVE MODE.[/b] [h1]Story[/h1] There's not a lot to go on here. Players take control of a young girl named Kora who seems to be stuck in some sort of dream or nightmare. Together with an imaginary friend, she sets off to find her sister who seems to be missing. Dialogue throughout the journey is sparse and the grammar isn't always what it should be, but there may be a deeper story regarding her sister. Overall the story seems wide open for interpretation and the game could function more or less identically without it, which is fine. [h1]Gameplay[/h1] Koloro is a 2D puzzle-platformer spanning dozens upon dozens of levels but with a twist. Kora takes the form of a square for some reason, and has zero control of her on momentum. Every time you start a level, she will begin continually sliding either to the left or to the right and gravity will always be pulling her downwards. The only control the player has in the entire game is the ability to jump. That's it. Your entire input to this game is a single button. And it works brilliantly. The only way to swap between sliding left or right is to jump into and then off of an opposing wall. This turns Koloro into a lengthy adventure relying entirely on good jump timing, grasping the behavior of how she jumps, and learning to implement the many mechanics the game throws at you. From spike traps and gravity switches to water submersion and buttons that rearrange the entire level, Koloro takes a single form of input from the player and turns it into miles of excellent gameplay. Some levels serve as fast paced tests of reflex and jump accuracy while others focus on laid back environment puzzles to be solved. Many more maps mix the two and completing just about any stage once you're acquainted with the mechanics is highly satisfying. Rarely is there a sense of trial and error as almost every stage can be studied ahead of time before you begin playing. If you're looking for some extra challenge, every level has an associated target time to work on beating and completing the game on Normal mode unlocks Hard mode; featuring the entire campaign again but with even more brutally placed obstacles and timings to struggle through. The time trials really should be a UI element that is featured during gameplay though, rather than having to seek it in the level select. Collision can feel a bit questionable at times but never so harsh that you'll be more than a couple pixels from a hazard if you die. Easily the biggest mistake the entire game makes are the boss fights. They almost tanked this review merely by being mandatory but are so few in number that if you can look past having to deal with them; the rest of the game is very much worth them. Unlike every other stage in the game, they are antithetical how Koloro functions. Where every other stage can be observed ahead of time and has patterns and rhythms that remain consistent no matter what, boss fights are completely random. You'll never know where or even how they're going to attack next until they're about to do it and because you have no genuine control of your character, you may be in a position where it's already too late to even react to the incoming attack. There's no sense of satisfaction when a boss is defeated. There's only a wash of relief that you can go back to playing the actually fun part of the video game again. [h1]Presentation[/h1] Koloro is a very simple visual package and to be frank the game often teeters between incredibly stylish minimalism and a drawing some kid got to put up on their refrigerator; usually the former though. There's a pleasant use of color used in most levels of the game and even a surprising amount of complexity to a particular boss design, but ultimately the game's visuals are the most important thing they need to be: clean and easily readable. Sound design is likewise very minimal with simple sound cues signifying everything from jumps to button presses. The game's soundtrack is a very ambient sort bordering somewhere between genuine music and comfortable noise to fill out the soundscape. Either way, it's kind on the ears
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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, French, German, Spanish - Spain, Simplified Chinese, Russian
| $1.99−80% |
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| 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.
Hours played at review time, across 40 reviews with recorded playtime.
12h左右单人普通模式通关,通关成就百分比只有4.5%,由此可见这游戏应该还算难的吧。 忘了是什么时候入库的,跟上个月玩狂野之心一样也是闲来无事翻库存随便找的想打发时间的小游戏,结果他爹的!!!能休闲,但只能休闲一点点!!!最后一章的最后那几关重力翻转玩得我想死,那种抓心挠肺的难受谁懂!!! 简单来说就是,前面花了10h掌握的跳跃timing和落点前进习惯在整了个180度的重力翻转之后突然全都没用了,我恨不得把电脑屏幕也整个180度翻转才能呼吸畅快地玩[strike](卡关到崩溃的时候我甚至想过在重力翻转之后我也直接倒着脑袋玩,现在想想真特么脑残哈哈哈)[/strike],但在考虑到前后者实施起来都很有难度之后我就只能认命屏住呼吸跟前10h养成的习惯对抗了,有一关毫不夸张我卡了有半小时以上,不过最后过了的成就感也不是盖的好吧。 刚去看了下小黑盒我还没通关时候的评论,当时玩了前三章7h,最后一章花了5h,这感觉谁懂!!!谁懂啊!!! 不过最后还是通关了,从此不跟没通关的人讲话[strike](不是)[/strike],嘻嘻。
Кто играл в Geometry Dash эта игра для вас! Геймплей похожий только несколько вещей (к примеру отталкиваться от стен или скользить по ним) уже доступны, а кто сказал что все это будет в обновлении 2.2? Советую игру потому что сделано качественно и простое управление. Моя общая оценка: 10/10 (есть МультиПлеер)
tolle Atmosphäre, die einzelnen Kapitel bieten viel Abwechslung mit genügend Herausforderungen, die aber nicht allzu schwer sind, sodass alles immer noch schaffbar ist, ohne zu einfach zu sein
With only one button, they make this feel challenging. I've play it multiple time in co-op with competitive people with good results!
Gierka bardzo fajna, ale nie dla mnie.
I don't get it. A cute indie game... that demands super-meat-boy tier reflexes. Recommended for very intense gamers that only have one hand.
You move, you jump, you change direction and you jump some more. But also die, mostly. If you like hard platformers, you should like this. I liked it and still do. Wildly underrated and not known enough. Also good music!
1 seul bouton, et je suis quand meme pas foutu de finir le jeu. 10/10
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Related
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| — | 0 | — | — |
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