
An old-school, tough-as nails classic linear 3D platformer with a faithful PS1 cartoony aesthetic. 25 fully original levels, boss fights, collectibles, time-trials, and many secrets.
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About
PsiloSybil is a classic linear 3D platformer with a faithful mid-90s look and brutal difficulty. You must guide plucky mushroom Sybil across a colourful world of devilish traps and defeat the evil master of all hogs, Lord Nutmeg, to set free all of shroom-kind. In each of PsiloSybil's handcrafted levels, alternating different playstyles and aesthetics, you'll meet a unique mushroom character held captive by Nutmeg's boar minions. Freeing them is not going to be easy!
The game also provides time trial challenges, and an optional arcade mode which reintroduces lives and removes collectables. It is also perfectly deterministic and employs no RNG, which makes it perfect for speedrunning.
PsiloSybil strives to reconstruct the classic look of PS1 titles. Not only are the world, characters, and objects modeled and textured with the limitations and visual trends of the time in mind: a full suite of visual effects ranging from vertex snapping to an emulation of composite analog video enhances the experience. All of this is customisable and you have detailed control over each component.
It may be an homage to a certain marsupial game.
25 fully original levels
Fast-paced old-school gameplay but with modern, responsive controls. Supports most gamepads natively
Trivial to learn, challenging to master
Much hidden and additional content, a real treat for the collectionist
Large, charming cast of fully animated low-poly characters
Fully customizable video effects
An arcade mode with limited lives for the real hardcore players
Genres
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English
Engagement
Reviews
Themes across 49 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
PsiloSybil is a Crash-inspired 3D/2D hybrid platformer. If you read or hear about this game, there's one thing people will bring up more than anything else, and for good reason: The difficulty. This game is far more difficult than any of the games it's inspired by, especially near the end of the game. The last three levels and the final boss are far and away the hardest levels I've ever played in a 3D platformer (outside of custom level stuff like Kaizo hacks), with several of them taking me over 200 deaths to finish for the first time despite me being a fairly experienced platformer player and pretty familiar with the original Crash games. Now, whether or not dying hundreds of times to beat one level is fun to you is obviously going to be very subjective. But for me, it was exactly what I've been looking for. One aspect of criticism I've always had with 3D platformers in particular is that most of them are simply too easy. 2D platformers don't seem to have this problem, as there is a whole subgenre of super-precise 2D platformers, but for some reason it feels like level designers for 3D games are always pulling their punches. This game does not, and it was extremely engaging to grind, figuring out strategies, feeling out jump timings, until finally you execute the perfect sequence to reach the next checkpoint. Part of the reason the difficulty can be pushed so much in this game is due to how precise and satisfying the controls are. Sybil starts moving at full speed as soon as you want her to, and comes to a stop as soon as you want her to. You have full control over her movement both on the ground and in midair. And the jump, while somewhat stubby compared to many platformers, feels perfect for this game. As far as movement mechanics go, that's it. No sliding, no double jumping, no advanced shmoovement or whatever. Just run and jump. The game tests your platforming ability in its most pure form, with no fat at all. And of course, the music is great, and the visuals are gorgeous. I'm not an expert on the original Playstation or anything, so I'm not really qualified to say how "authentic" it is compared to the actual console, but it certainly felt genuine enough to sell the aesthetic for me. Overall, this game probably lands somewhere in the top 10 3D platformers I've ever played, and I haven't even gotten 100% completion yet. I can only imagine it's going to be a brutal undertaking, but I'm down for it. Wish me luck. EDIT: Got it! My review still stands. Had an absolutely fantastic time with this game.
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Hours played at review time, across 49 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
It's hard but not in a clearly play-tested way, instead the developer really just made a disguised rhythm game that requires you to discover the rhythm by yourself and punishes you for guessing wrong by making you start over so you can try again to see if 50ms later (or sooner) is the solution. It's the worst case of challenging you with an opaque puzzle AND the execution at the same time, testing your time and patience. Best description would be Guitar Hero but with invisible notes or the memory game 'Simon' but it doesn't tell you the next color.
I have a question for god... WHHHYYYYYYYYYYYYYYYYYYY!!!!?? Just add one more checkpoint on the tower level please.
Skill issue
My feelings on this title is complicated. This game wants to be a throwback to the 90s platformers of the era. However, unlike most other titles, it is specifically focusing on the most frustrating elements of these titles. It's not the "fun" parts that it wants to emulate. To that end, this title is very niche. And a game confused at it iself. The titles in the 90s that were this difficult were often done so by accident. While sometimes "cranking up the difficulty" was practice as a means of maximizing blockbuster rentals, most 90s platformers reserved their challenging levels for the very end. Most of the games would keep the early levels fun and light. This is no news to anyone. The concept of a "difficulty curve" that rises with the player's skill is a fundamental element of game design. Games that sent straight to a high skill ceiling without giving the players time to develop those skills were panned at the time. Challenge was sought, of course, but there is a difference between "challenge" and "being unfair." And this game is unfair. This is a title you would shout "this game cheats" and throw your controller. Because it is cheating. The developer clearly set out to mess with you. Platform movement patterns are designed to be ever so slightly unintuitive, enemy placement is intentionally brutal, there is no way of increasing your hit points (unlike almost all of those games) which makes every mistake fatal, and there is a malicious hand behind it all. You will jump over an obstacle in an autorunning segment and have an enemy you never could have seen coming pop out of the ceiling. It's simply unfair. But, the kicker? It's not trying to be fair. It's advertising makes it clear that it wants to be unfair. That its audience are people seeking out these games. It makes no lies. Just watch the trailer. To that end, I have to give it a thumb's up. It succeeds at what it is and there are people who will absolutely enjoy it. If you know what you're getting into and enjoy that, then you will enjoy this game. But, I will warn you: this game is not fun. Not all games need to be fun. Games try for different emotions. This game is going for frustration. That's the emotion. It wants you frustrated, mad, screaming "that wasn't fair!" And, because of it, it sadly isn't rewarding. Which is damning. The thing that made those earlier games rewarding was the difficulty didn't feel so intentional. You didn't feel like the developer was intentionally trying to mess with you. In my experience, once you do realize that, you do get the worst of both worlds: frustration but no feeling of relief or pride when you succeed. You know the game was trying to tick you off, it ticked you off, thus it won. You beating it does not change that. It was trying to make you mad and it succeeded. Thus, winning makes no difference. In that way, this title is really more a high budget version of those "Kaizo" romhacks of the 00s and early 10s. Fun only to those who can experience this cognitive dissonance and still feel like they won. All in all, play the demo and buy it on sale.
Es como jugar crash, pero exageradamente dificil, y el juego te odia y sin crash. Eres un hongo, haces cosas de hongo y hay cerdos. Si te odias como yo, lo recomiendo mucho.
I died. 10/10
sick ps1 vibes, love the challenge
I'll be up front and say that I did not complete this game. I made it all the way to the final boss after doing nearly everything else before finally deciding I wasn't having enough fun to justify the frustration. Let me be completely clear. This is not a bad game. I'd say it's a good game. But Steam asked me if I would recommend this game to other players, and I wouldn't recommend a kick to the groin or a slap to the face, so I'm not recommending this game. I don't really know what this game's mission statement was, but if it was to be a linear platformer that makes the original Crash Bandicoot look like Hello Kitty Island Adventure, then it succeeded. Nothing wrong with a good challenge, but I think this game takes it a few steps too far, especially with the bosses. I mean, first boss ain't so bad because you can be very proactive if you're skilled and understand how the fight moves, but every other boss has you jumping and dodging some really tough patterns as you wait for the boss to finally reveal its weak spot. Maybe this wouldn't be so bad if it weren't for some questionable hit boxes. There were a lot of times where I died and I would go "Okay, that's my bad. I screwed that jump up." However, it felt like roughly 10% of my deaths were a mystery. I'd make a jump in seemingly the exact same way as the previous time and somehow would die. Other times I'd die and not know which of the three things on screen touched me. The confusion was what really made me frustrated. 10% might not sound so bad, but you die fast and respawn fast. I sometimes died 200 times, and by death 120, it really started to eat away at my motivation when a mystery death hit me. So, would I recommend this game to a general audience? Probably not. At some point, it no longer feels rewarding to beat a hard level, but rather like a relief. I recommend this game only in two scenarios. 1.) You're a tough-as-nails gamer looking for a real challenge where there is a real possibility you will die upwards of 150+ times attempting a single level (thank the devs for infinite lives in standard mode) 2.) You have a friend who thinks they're hot stuff cuz they play From Software Soulsborne games, like Elden Ring and you want to show them what an actually hard game looks like by gifting them this game. Like I said, still a good game. I could do with more information about what is actually killing me in this game and better hit boxes, maybe make the bosses more fun to fight like the first one was, but other than that, it's good. Just too hard and frustrating for me to honestly recommend to most players.
You have not experienced true agonizing frustration until you've tried to beat this game, let alone try to 100% complete it. 10/10.
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