
Krimson is a challenging gritty rhythm platformer featuring heavy electronic metal music. You're an unknown spawn going through a hellish world as it moves rhythmically to the music. One wrong move means death but the checkpoints are often and death is very short.
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Sums Steam only; PlayStation, Xbox, 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 | 132reviews | 98% | — | $28.3K |
| $9.99 | 56ratings | 95% | — | not modelled | |
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Reviews
Themes across 43 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Que jogo ANIMAL! Uma mistura de super meat boy como um plataforma consideravelmente difícil com uma estética única, e essa trilha sonora FANTÁSTICA que rouba a cena, bom demais!
Кайф, есть каловые моменты, но в целом норм
So that was awesome. Especially towards the first half, that feeling of metal and the thud of the level, and the kick given by each death that only enhanced the music (unusual for a rhythm genre), it was phenomental. It's the way in which, since the level moves on a beat, and since your deaths often happen when some part of the level moves into you, the death can align with the beat and it makes for some kick-ass syncronization. That and the fact that the music is constantly new from level to level make the game one continuous flow of experience, like its structure complements the march of hell. The music. ... I really liked the visual aesthetic also. It must have taken a lot of effort to get it to look this good, since I am used to much cheaper quality games trying for something similar-ish, and it usually doesn't work and looks more jank than anything. If it was just one thing, that would be nice, but particularly how screen effects, colours, and the moving of the textures combine together made this game stick the emotions I think it was going for. I actually [i]felt[/i] it, and I am impressed. Also this is a given, but the world moving to the music is just satisfying.
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Languages: English
| $9.99 |
| 25ratings |
| 96% |
| — |
| not modelled |
| $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.
Hours played at review time, across 43 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Превосходная игра с шедевральным саундтреком. Стиль игры прекрасен. Мы играем за колобка, который находится в своём духовном познании. Проходя через ад, колобок, шарик, перекати-поле, красная сфера, комок из плоти или олицетворение души пытается найти выход, проживая мучения. Это игра, где каждый блок хочет тебя обоссать, унизить, изнасиловать, да вообще здесь тебя не любят. Ноль отличий от реальной жизни, поэтому игра добавляет реализма. Ещё раз хочется упомянуть музыку. Она просто идеальна. Заслуживает большего внимания, чем есть на данный момент. Рекомендую. Шедевр Премия года Премия премии
I definitely recommend this game, but it comes with a big caveat. If you don't like precision platformers and you thought you might give this a try because it looks cool enough to pass despite that fact, I would not recommend it. Checkpoints are fairly plentiful and rebooting is quick as the game description mentions, but even that was not enough to fight off the frustration and fatigue I was feeling by the end, especially throughout Circle 4. There are some really tough segments here, and I recoil at the thought of trying to do some of them deathless for the achievements. Also, side note, be warned that the visuals do get a little rough on the eyes if you don't take breaks. All of that being said though, this is due solely to my own personal preference. I have never liked precision platformers and likely never will, but I always try games outside of my comfort zone if they seem like they have enough to offer outside of their genre's standards. And this game does have a lot to offer, even as a shorter experience. The style is on point, and I love the change-ups in the visuals between Circles. The music is fantastic and complements the level movements and gritty aesthetic perfectly. Gameplay changes between circles was not a feature I was expecting, but they were a great way to shake things up and keep you on your toes. Honestly, game is good, and despite my hatred for the genre and my exhaustion partway through, I ended up enjoying the experience overall upon reflection. If you have the patience for it, I would definitely say you should pick it up.
The first 60 seconds are epic, amazing, and brain-melting. Love the environment, sound, music, controls. After 10 minutes I've never been more frustrated, annoyed, illogical maps, difficult to see threats. It was like $3 so whatever, take my money. Google: "unforgiving difficulty, confusing and abrasive visuals, a lack of story, and a frustrating gameplay loop. Some players find the game's mechanics, such as unpredictable hitboxes and camera obscuring traps, make it particularly frustrating and anxiety-inducing."
《Krimson》是一款将视听暴力与操作美学焊死在同一个节拍上的节奏平台跳跃游戏,它用粗粝的像素笔触和轰鸣的低频金属乐,将“音画同步”的边界推向了极致。 · 独具一格的美术:游戏抛弃了精致平滑的画面,转而用锯齿、噪点和狂野的笔触构建出四个截然不同的炼狱——猩红恶魔场景像内脏般搏动,金属工业场景布满沾血的锯片与锋利的尖刺,电子迷幻场景在霓虹色块中不断扭曲坍缩,熔岩地狱场景则让灼热的光晕时刻灼烧着视网膜。每一帧都像一张重型摇滚专辑的封面,粗粝之下藏着惊人的细节与情绪张力。 · 重型电子金属乐:这根本不是什么“背景音乐”,而是一部由工业电子、科技回响与贝斯金属熔炼而成的概念专辑。鼓点如重锤砸在胸腔,合成器音色像电流窜过脊椎,每个重音都精准嵌入乐曲的节拍空隙,让你分不清是自己操控角色,还是音乐在操控你。 · 节奏+精确平台:关卡中各类要素——平台升降、尖刺伸缩、重力翻转——全部绑定在BPM的脉搏上。你必须像打音游一样“踩点”起跳,又得像硬核平台玩家一样微操落点。当冲刺、滞空与变向完美卡在重拍上时,那种从指尖炸到天灵盖的爽快感,是其他平台游戏给不了的生理性高潮。 · 适中的游戏难度:记录点设置得频繁且慷慨,每个难点前都留有复活缓冲;关卡设计也极度克制,没有“初见杀”式的恶意陷阱,所有死亡都源于你自己节奏上的失误,而非设计师的刻意刁难。挑战性硬核,但对玩家心态极其友好,即便反复摔死,你也只会骂自己拍子不准,而不会摔手柄——因为下一个重拍到来时,你总想再试一次。 总而言之,《Krimson》不是一款让你“通关”的游戏,而是一场让你用摇杆和按键亲身演奏的金属现场。如果你享受在狂野的炼狱之中踩着鼓点狂飙,那么它会是最让你上瘾的硬核狂欢。戴上耳机,拿起手柄,然后——让节奏接管你的脊椎。
this is like delatunr
После прохождения пробелу плохо, надо купить новый
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