
Never reach the bottom of the pit that is Probability 0. The game is different every time you die: the enemies you fight, the landscape you climb down, and the body you inhabit (if you so choose). Never survive. But find your way deeper than you did last time.
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
Engagement
Reviews
Themes across 41 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Tags: Platformer Additional Tags: Delete Local Content & Remove from Library TLDR: Minimalistic platformer. No real fullscreen. No Xbox360 pad support. Procedural generation. Low asset count. Such massive sidebars you are basically left with the size of a phone in the middle of your screen. Keyboard controls are madness: directional arrows Z+X+C+V. Combat is handled with shooting stars that you must make unintuitive arrow key presses to shoot in unrelated directions and only after you purchase upgrades by surviving long enough to unlock a perk. Otherwise you have a useless short range punch in a game where you get hurt by entering contact with foes. Game is procedurally generated nonsense simplistic levels of drops and crates and platforms. Game constantly spams fake statistics about fake random events like your chances of falling in a waterfall. Its distracting, serves no purpose and should just not be there. Visual assets are minimalistic and dare I say underwhelming. The addition of text saying kill me next to foes is an idea of debatable merit.
I used to play this a lot on Newgrounds.com Now its on Steam and has an expert mode! I still recommend getting this for sale though Rating 8/10
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Hours played at review time, across 41 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
On paper this should be a good game but it really isn't... The controls feel bad, your character is unbelievably weak compared to enemies (e.g. accidentally touch an enemy you wanted to punch and you go bouncing all over the screen), and the game typically gives you very few options at any moment. So you frequently feel forced to engage an enemy with poor odds of success, or to drop from heights that will damage you. The game is kind of fun but always leaves a bad taste...
The gameplay is straightforward, so I'm skipping to the nitty-gritty. You saw the trailer. Balance in single player games is something I've come to value more and more over time. I've seen too many games where one weapon or upgrade is simply the best, not even a matter of preference, and choosing anything else is tantamount to shooting yourself in the foot. Using the best option feels awful, and using a worse option on purpose feels like I'm putting in more work for worse results. I was worried that this would be one of those because I immediately said "THIS skill is the obvious choice", but if an upgrade seems like an obvious choice do yourself a favor and try the other ones too. Every single upgrade rocks the foundation of the game in a good way. The best games make every option feel like a game-breaker, but keep everything balanced. The lower tier skills are often just as tempting as the higher ones. This sounds like a small thing, but it's so satisfying to pick a useless skill and see it's great, or skip a absolutely necessary skill and see it isn't. The platforming seems simple, but small details make it deep. The jump height, block size, and overall physics of the game are calibrated to give you as many choices as possible. This part is difficult to explain, but since the game is made of blocks in a grid pattern, block configurations can reoccur. The hang time on the jump is such that you can JUST clear a two-block gap with a ceiling overhead. The ceiling prevents you from getting the height you usually need to get across, making it difficult. But since it's a grid layout any time you see blocks arranged that way, it's the same exact jump, allowing practice to carry over. The punch hit-box is just enough that if you stand on the VERY edge of a block you can hit a block one block away. The grid size is just enough that you can jump off the edge of a block without bumping into the one directly overhead. Things like that. Little maneuvers that are tricky, practicable, and help you last a little longer if pulled off. If the physics were a tiny bit different, lots of maneuvers would go from "It's possible, but tricky" to "It's impossible", limiting your choices as a player. Aside from the skill descriptions, very little is explained. I didn't expect much, but there was and still is a ton to discover. Several times I thought I had seen every enemy type, only to find another. Every skill has some additional detail purposely not mentioned in the description. Curiosity is really a one time feeling, but even after all this time there are still things I want to know. Is there something hiding down the Expert pit? Is there an ending? Is THAT bug actually intentional? An unassuming, 12 MB, app-like game, but one of the most engaging I've seen.
Probability 0 that this is a good game...
Apars la musique qui sauve le jeu, je ne vois rien de plaisant ou réellement compréhensible dans ce jeu.... 6 Euros c'est vraiment trop cher payer, je déconseille vivement !
years later, the music, vibe, and feel of this game are all still great.
Trochę jak prototyp Downwell, który jest lepszy i tańszy.
返璞归真
droqen's stuff is fantastic, this and Starseed Pilgrim games that are incredibly enjoyable in their elegant simplicity. Try it out!
Players by region
Where this game's players are, estimated from review languages.
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