
RITE is a high-speed, precision platformer where you must conquer a series of challenging trials, a rite of passage for every Nim.
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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 46 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Great game, the art, music and most of the levels were really fun. Jogo bom, a arte, música e a maior parte dos níveis foi increvelmente divertidos.
5.5r入手不亏。 平台跳跃老一辈艺术家表示这款游戏各方面来说都挑不太出大毛病;相应的,也挑不出什么大亮点。
空中ダッシュや二段ジャンプなどがなく、ステージが1画面で完結するプラットフォーマー。 シンプルな分自分の技量を真っ向から問われる骨太構成。 筆者は4面までコイン全収集時点で1000回程度死んでいたが1回1回がサクサクプレイできるのでそれほど苦行感はない。 セレステよりシンプル操作のものがやりたければおすすめ。 追記 全実績達成時点で4000回程度の死亡数だった。 とはいえ難易度設定が絶妙で、ぎりぎりできなくもなさそうな技を要求してくるのでやりがいがあった。
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Hours played at review time, across 46 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Really fun, really difficult. Pure platforming. The main problem is the controls. The jump height is so finicky, it's asking for half a second button presses to do small jumps. Having to fight against the controls is not fun. I managed to get to 16 levels left before I couldn't take it anymore. It pretty much becomes luck whether your character is going to jump the correct amount or not.
碰撞判定很小, 人物移動又很靈敏, 關卡中段開始哈扣, 手殘黨不推 ... (我覺得應該要加個低容錯的標籤 QQ)
Un pur plateformer trop peu connu ! Les contrôles sont fluides, les niveaux intéressants et exigeants, le tout accompagné d'un magnifique pixel art. La difficulté augmente progressivement jusqu'à atteindre un véritable pic lors du dernier rite, qui demandera des sauts très (très) précis. Un rite de passage incontournable pour tout fan de plateformer !
this cute platformer lured me in with cute pixel art and a low price tag. unfortunately, platformers live and die by two things: the controls and the level design. while it isn't evident in the first hour or so of play, the character in this game is extremely twitchy. it doesn't feel so bad when all you have are wide open hallways and minimal hazards, and the first 2-3 worlds feel good to move around in. this all changes in world 4. the increasing difficulty of the levels tends not to highlight the strengths of the precision allowed in the system, but rather how inconsistent and volatile the character can feel due to the very high gravity in particular. eventually i got to a level that required a precise height of jump (i believe called minefield or smth) and it really felt like rolling the slot machine rather than actual timing with how strict it was. many levels also feature repetitive design, where you need to make the same hard jump several times in a row, and it makes the game feel flat and monotonous. more like a series of challenges to practice, like practicing guitar chords. i like difficulty in a platformer, i have p ranked pizza tower with both characters, and beaten celeste to farewell in about 3 hours (ik not that impressive but pls). this game is simply not that interesting. it's too hard to be cozy, and too tedious to be difficult in the manner i enjoy. maybe if it was like 2 dollars i would recommend this and say stop after world 3.
La música y el pixel art son muy bonitos, el control es simple, ágil y fluido y los niveles son cortos pero exigentes. El ritmo del juego es frenético pero va decayendo a medida que los niveles se hacen más complicados. El salto de dificultad en el último mundo es enorme, con muchos niveles que pueden requerir de cientos de intentos para completarlos.
小粒なのに骨太な精密プラットフォーマー。 左右の移動とジャンプの3ボタンのみで完結するシンプルな操作体系である一方、実際には様々なテクニックが潜んでおり、ゲームの進行に従って要求される操作精度が着実に上がっていきます。 どのステージも1画面で収まる構成ながら、「そんな場所にコインを置かれても取れないよ?」「目的地に辿り着ける方法が無いのでは?」と思わされるステージも多々あり、攻略方法を見出すパズル的な楽しさも垣間見られます。 操作体系のシンプルさ故に片手でも遊び易いのも良いところ。 自分は右手を負傷している時期に左手のみでプレイしましたが、何とか最初の4ワールドの全コイン回収クリアはできました。
这游戏前两章差点给我无聊死,看评论后面好像还有点难度,但是我看了看视频布局也就那样,精确平台是有了,但看不到什么关卡设计的痕迹,仿佛在玩大学生毕设,很多设计都是复读。我觉得浓缩一下,加点料,搞三章就够了,为什么要这么水? 虽然不贵,但是前两章真的无聊,给个差评
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Where this game's players are, estimated from review languages.
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