
A mini 2D puzzle platformer with double teleport mechanic. Brainstorming is as important as hands-on experience. Thinking clearly before taking action can make it easier; If you are confident in your operation, you can engage in simple thinking.
Modeled estimate, not a reported figure. How we estimate →
Discounts
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 Jul 24 → 0.14/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.
About
A mini 2D puzzle platformer procuded by Ninja Ming's team.
Players may Flash to resolve puzzles.
>> How to win?
Meet the goal, and touch the flag to win.
>> Features
- Flash-Skill
Shoot a bullet, then flash there.
- Ex-Flash
Shoot second bullet, then flash there.
>> Content
About 1.5 hours of playtime
60+ levels
Genres
Engagement
Reviews
Themes across 41 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
个别关卡有点烧脑和考验反应 有点不够玩
好玩
小巧简洁的快手小游戏,需要一点点操作,好吧,比一点点更多一点点。更多的是需要一些「悟」,正如游戏的名字,也许一开始有些不知道怎么解,但多试几次就会灵光一现。最后一章的风车把游戏性提高了一个台阶。最后就是,很多关卡都是脑子说我知道了,但手指说不,我不知道。 游戏流程不长,如果你打的足够快,那么完全可以在退款时限内通关(狗头,不推荐这样做)。如果你玩累了大作想要换换脑子,推荐试试看。
Media

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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
This and every other Pro feature is free until October 20, 2026. A free account is all it takes.
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Simplified Chinese, Japanese
Hours played at review time, across 41 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
好玩,爱玩
简单摸鱼打了40分钟通关了,我评价是我两年来玩的最舒服最有意思的跳台解密游戏(因为两年前的我记不住了) 每一章的小关卡设计,层层递进的难度和线路思考,甚至跟随章节推进对自己手感的信任程度也在疯狂上升。 基本上思考个两三次就能完成关卡了,太好玩了,等忍者明(搓手)
[h1]非常有创意的独立小游戏[/h1] [h2]游戏推荐指数:★★★★★★★☆☆☆[/h2] [quote]买肯定是要买的,玩肯定是不玩的 快来关注[url=https://store.steampowered.com/curator/38222893/] G胖受害者鉴赏家[/url] 让选择游戏变得更加简单[/quote] 《忍者明:悟》是一款非常有意思的甜品级平台跳跃独立小游戏。游戏中,主角可以掷出两把不同的手里剑,并可以瞬移到手里剑所在位置。由于游戏中主角的跳跃能力比较低,因此手里剑不仅可以帮助主角跳跃得更远,也可以使其前往高处,或者进行复杂的操作。 这款游戏有很多有意思的设定,从而可以延伸出不同的玩法,比如跳跃到达一定次数就会消失的平台,还有会自动关闭的开关,都让游戏有了对反应能力和行动策略的考虑与思索。游戏的核心机制也简单却又有扩展性,从目前的关卡的设计中就可以略知一二。因为该作应该是作者下一部作品的试水之作,毕竟作品中每关都是慢慢引导你去熟悉游戏中的机制,所以原来的一关实则会被拆成好几关来游玩。不过以目前游戏所呈现的机制及其可能性,确实会令人想要作者能否在下一部作品承接其中精细的思考并使其很好契合到大关卡中。 目前该作的第六章引入了风车的设定,也让游戏充满了更多的趣味性,使得游戏有了更多的操作性,也令人对忍者瞬移这一特点印象深刻。 不过部分关卡设定的不够好,比如6-11这块的关卡对风车的运用实在是少了些,感觉这么多个风车用处不大,没有使出浑身解数后发现刚好把里面的条件全部运用上这种感觉,就是关卡有些累赘,不够简练。 [quote][h3]鉴赏员测评配置:[/h3] CPU:Intel(R) Core(TM) i3-1005G1 GPU:Intel(R) UHD Graphics 加入[url=https://steamcommunity.com/groups/GgamePlayer] G胖受害者鉴赏组[/url] 和鉴赏员一起战斗!爽! [/quote]
[h1]全成就通关还来得及退款的平台跳跃游戏[/h1] [h2]游戏推荐指数:★★★★★★★☆☆☆[/h2] [quote]买肯定是要买的,玩肯定是不玩的 快来关注[url=https://store.steampowered.com/curator/38222893/] G胖受害者鉴赏家[/url] 让选择游戏变得更加简单[/quote] [b]这可能是一款为数不多的全成就通关后还能退款的游戏了[/b](笑) 这游戏核心玩法就一个,就是通过闪现和跳跃进行闯关。因为小游戏级别,游戏整体内容比较蝇量级,还没尽兴已结束,3个小时的时间基本就能通关。好在创作者没有设计一些比较变态的关卡,全程卡关的次数不多,大部分不断尝试都能过关。 后期关卡也能看出作者还有点设计想法,感觉玩法还能延伸出更多关卡的时候,突然在第六关后弹出了制作名单,我还觉得还特别惊讶,就这么通关啦? [h3]有点考验肌肉记忆[/h3] 游戏总共六大关,循序渐进,内容虽少,教程也几乎没有。 立志让每位玩家都成为飞雷神大师,熟练运用手上的一白一红飞镖,使用飞身术与瞬闪术,中间再穿插点跳跃,基本就是游戏的玩法了。 玩法虽较为单一,但比较考验肌肉记忆和手速,后期基本就是背板。Wasd四个方向键,jkl三个功能键,在极短的时间窗口正确按下一组连招,想过关?无他,唯手熟尔。 [h3]试探性与沉浸感[/h3] 现在说可能有点马后炮,能看出《忍者明:悟》就是个类似demo的游戏,为后作试探玩法的可玩性,但本作游玩时还是能看出作者的设计巧思——关卡内容层层递进,每一章都是采用相同的设计点,不断加大难度,当你熟练掌握之后,下一章可能会继续沿用某些操作,不断强化肌肉记忆,让玩家在后面的难关中不会太吃力。 或许在平台跳跃游戏中,这就是一个不起眼的游戏,但能调动玩家的情绪,体验到闯关的纯粹快乐,我觉得就不错了。(9块还要什么自行车) 只是简单的关卡设计,我却感觉惊心动魄。 没有精彩纷呈的画面,我却能保持异常专注力。 特别是后面两个章节,一口气通关后才发现自己手脚疯狂冒汗,有沉浸感,也有成就感。 [h3]手柄不能适配,遗憾[/h3] 我看操作键位不多,加上像素风格的画面,UI与小霸王及其类似,我也就顺势试了一下手柄玩是不是更带感,结果发现手柄不适配,我也没看到设置有匹配手柄功能,让我略感失望。 [quote][h3]鉴赏员测评配置:[/h3] CPU:Inter 13490F GPU:NVIDIA RTX 4060ti 手柄:某智544pro 加入[url=https://steamcommunity.com/groups/GgamePlayer] G胖受害者鉴赏组[/url] 和鉴赏员一起战斗!爽! [/quote]
A very interesting indie game, two teleport and one jump could be combined into so many possibilities. Since the end of chapter 4, I have to press several buttons consecutively, it starts to feel like, My mind: OK. My hands: Not yet. It becomes more of an action game with some smart puzzle elements, not what I expected but good enough.
简单机制下的敏捷游戏,需要熟练度和一些解密思路。玩起来还是很不错的
2 euros/dollars for an hour of ingenious puzzle design. Going straight to the point with an immediate restart button in case you fail and some challenging levels in the last chapters. That's a great deal to me !
Selling now
See how fast this game is selling right now — estimated copies and revenue per day from recent review growth.
Players by region
Where this game's players are, estimated from review languages.
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