
Experience the rush of soaring, dashing and leaping with unmatched agility as you navigate intricate levels and test your skills in a vibrant, treacherous world.
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 Aug 24 → 0/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
Quetzal’s Call is a fast-paced precision platformer focused on reactive gameplay. With tight, responsive controls, it's easy to learn but hard to master, offering thrilling, reactive gameplay.
Feel the thrill of flying without wings as you traverse intricate landscapes, mastering your skills and facing new and tougher dangers in every region.
45 levels and 5 bosses
Find creative and unconventional solutions to overcome obstacles.
Tight and responsive controls. Easy to learn but hard to master.
Fast-paced gameplay focused on reactive elements.
Minimal pixel art style.
Genres
Engagement
Reviews
es muy bueno, muy bueno el diseño de plataformas, es un reto y necesitas bastante skill para sobrevellar el juego, si sos alguien casual la vas a pasar mal... la musica floja, es demasiado relajante y pasa muy desapercibida lo pesimo de este juego es lo ridiculamente dificil que es llegar a los saves, estan alejadisimos y ya desde muy temprano en el juego... la lava mata automaticamente y si estabas escalando y te caes ponete a rezar porque si tocas la lava tenes que arrancar todo de nuevo los jefes todo bien hasta que te encontras con el jefe del lvl 4, tiene dos fases y si moris en la segunda todo de nuevo lo unico que mejoraria es poner un save mas cercano o que la lava no mate al primer contacto porque se vuelve frustrante mencion a el desarrollador que ha hecho unas mejoras y responde rapido al reporte de bugs, me ayudaron a desbuguear algunos logros que no se activaron en su momento asi y todo para mi es un 8/10
its fun
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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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, Spanish - Spain, Spanish - Latin America, Japanese, Portuguese - Brazil, Simplified Chinese, Catalan
Hours played at review time, across 37 reviews with recorded playtime.
容错率太低了,既然设置了血量,那为什么不改为坠落到水中也只掉一滴血?死亡的惩罚太重了,虽然游戏的手感好,但是死一次跑半张图还是太过折磨。另外斜向劈也很难操作,让习惯了只有下劈左右劈的我经常判断下劈距离失误...
CelesteのC面だって操作反転プレイしても余裕ですう~ ^ lol ^ という方でも、1-9あたりから鬼畜度が増していくので、で、でも余裕ですう~ > lol < ; くらいにはなっていくでしょう。紹介文通りに滑らかでしっくりいく操作感なので、「今のは確かに俺が雑だったわ・・・。」と、ミスった時も納得。 ボリュームはやや薄いようだが、高い集中力と判断力を要求されて濃密な時間を過ごせるので特に文句なし。音楽はやたら落ち着いているからテンションは上がらないけど、音楽が聴こえなくなるくらい集中するから、まあ良し。 俺はレビュー執筆前、腹痛を我慢しながら縛りで1-9~2-2あたりを30分ほどプレイして、なかなかマゾいマんゾく感を得られた。あなたも是非、窓全開花粉無限鼻水くしゃみ縛り、エロ動画観ながら縛り、スマホで語学しながら縛り、画面との距離15cm縛り等、色々考えてみて更に難易度を上げてみよう。己の集中力の限界を超えてみせよッ!
dfssdfds
Hate to negatively review a game like this, especially this quick, but in my defense the list of design issues just piled up so fast that I found myself lacking any desire to continue past a point. What should be a fun pogo-based platformer with, for once in the genre, an HP system, becomes a slog because that HP doesn't really matter - most of your deaths are going to be to instakill lava and checkpointing is SPARSE (a minute apart or more in most cases). Which, okay, I guess that'd be fine if the game controlled tightly enough but, for whatever baffling reason, the sword is 8-directional which leads to lots of mis-angled attacks (especially when trying to attack downward, ie, the thing that keeps you from falling into lava). I don't know why it isn't just 4-directional. I did not spot a single scenario where I'd want 8 directions. The game also loves hiding its secret collectibles behind barely distinguishable breakable walls, and you lose them on death so you have to redo the platforming challenge you've already succeeded at to get them every time you die. And there's just lots of spots where cycles don't line up in cases where everything is life-or-death (lots of platforms that disappear once you land/pogo on them here) so you just, die. And get sent back, again, a minute. And have to recollect the secrets. I dunno man, this should be fun and it isn't one single issue that ruins the game but it's the combination of all these small problems that lead to it just not being fun for me. It's not even that hard - at least, in what I played, which was to the middle of world 2, maybe it gets harder later - but it doesn't demand needle-threading like a lot of bad precision platformers. It just is also burdened with making you redo WAY too much for any of it to stay fun for long, and it makes me feel like my time is being wasted anyways. Won't refund it 'cause I don't like refunding on indie devs but it's rare I find a promising game I dislike this thoroughly quickly enough that I even could. Bleh. EDIT: Played a bit more, the game doesn't ever really improve on this front, though I will say that stage 2-5 seems to be an anomaly in terms of difficulty compared to most every other level surrounding it and the game doesn't really get that hard again until 4-9 and 4-10, which are fairly ridiculous in a bad way. Got to the final boss, which has instakills everywhere, beat it after a few attempts only to see it had a second phase and by that point I decided "yeah no I've seen enough." Not like the bosses are the highlight of this game, anyways. I don't think it's the worst platformer I've ever played and tbh with better checkpointing I'd be leaving a positive review even despite my other gripes, but, this game delights in wasting your time and I just can't gel with that.
Really fun so far, would recommend
Es el tipo de juego que me gusta, con dificultad, pero a la vez tiene opciones de accesibilidad y dificultad que hacen la experiencia más llevadera mientras vas cogiendo práctica. ¡Encantado con el juego!
下劈模拟器,手感很不错,但是存档点非常少,即死的岩浆陷阱极易带来挫败感,平台跳跃苦手慎入
Обалденный платформер на точность. Механика похожа на более разнообразный вариант преодоления шипов в Hollow Knight - удар позволяет отскочить в воздухе и восстанавливает двойной прыжок.
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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