
A 2D adventure platformer game where a little man named Poppe explores different locations, finds various items and uses them along his way, fights against dangerous insects and survives in this gigantic world.
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The United States storefront in every case, so this compares stores and not countries.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Russian, German, Spanish - Spain
Sums Steam only; Nintendo publishes no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $4.99 | 52reviews | 77% | — | $3.5K |
| $19.99 | — | — | — | not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
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Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
It breaks my heart to leave a negative review for a game in my favorite niche genre, but AoP is plagued with fundamental issues. Let's get the good out of the way - the game is an Arcade Adventure, or a Dizzy-like. You platform around, collecting inventory items, then finding places for them to be used, like bringing a wood plank to create a bridge over a chasm, or find a match to set ablaze a wad of paper blocking the way, and I just happen to absolutely adore this type of games. The puzzles here are pretty easy and most are well telegraphed. Also - it all looks good. The player and the enemies are well drawn and smoothly animated, and the world is nice and colorful... and that's where good things sadly end. Have you ever played an adventure game and thought "gosh! I just wish there was more walking between puzzle locations!". Poppe takes this to an unplayable extreme: The areas are gigantic, with screens and screens of boring platforming and "tricky" enemy placement, and almost no landmarks to distinguish one area from the next. While I love exploration in other games, here I dreaded finding a new path, as all of them were a 20-minute trek to either a dead end or a puzzle hot-spot I'm not carrying an item for, then another 20 minutes to walk all the way back. To make it so much worse, the game doesn't provide a mini-map or a way to fast-travel, so getting lost for literal hours in the samey areas is just a thing that happens all the time. Then there's action and platforming. Most jumps in AoP require pixel precision, with every failure carrying high probability of a long walk-back. Poppe's attack is incredibly slow, with abysmal reach, and whiffs or gets canceled at random. Meanwhile, enemy and trap collision boxes extend far outside their visible sprite, so attacking them without taking damage is nearly impossible. By default AoP has limited lives and energy - system utterly incompatible with other parts of its gameplay. Killed enemies don't drop anything, and the only way to recover health is to collect finite, non-respawning vials, but since areas must be backtracked through again and again, with monsters respawning each time you die or enter a new screen, those will run out very quickly. Oh, and music in game is absolutely terrible. Tracks are monophonic and loop after 5-10 seconds - something that will become very noticeable thanks to all the dull backtracking. Arcade Adventures are vanishingly rare in our current year, especially new, original ones, and I would be willing to forgive a lot, just so I can play more of them. Sadly, Adventures of Poppe isn't just a mess - it's a boring mess that gleefully wastes player's time.
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Hours played at review time, across 40 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
loved the game love retro styles there pretty unique :)
I think this game needed either a map or an inventory that can hold infinite items. As it is now, you can't hold very many items at a time, and you have to lug them back and forth across long stretches of levels that you've already crossed a few times by now just to go back and forth with the necessary key items. I think the game concept is fun, with a big open world platformer that takes place in a giant world, and where key items you find are how you make progress, and I have fun with the first two hours, but that third hour is where things got completely overwhelming when I realized just how far I would have to backtrack, and how many times, just to bring each item where it would need to go. I didn't want to play that.
This game is 50% nostalgic NES-era platforming fun and 50% irritating backtracking designed to frustrate and irritate you. To start with the good, the graphics are very charming and I like the way the gameplay unfolds organically as you progress. The combat is as simple as it gets since all you do is swipe with a knife, but the platforming gets increasingly more complex as you collect things in your inventory like a parachute and duct tape to stick to walls. There's a decent amount of detail to the environments, like blades of grass in the foreground and specific enemy behavior patterns to memorize (You fight a bunch of bugs). As you go along you pick up items to give to specific characters as extremely rudimentary puzzle-solving, e.g. give a violin bow to a grasshopper and he will let you ride his back to the other side of the area. There are also health and attack upgrades that aren't really necessary since the game is so easy but still add a bit of depth. Now for the bad- it's a lot of backtracking and in areas that are comprised of repetitive linear platforming. There are a couple parts near the end where you need to backtrack about fifteen minutes to get certain items to get a pulley system working- it's extremely irritating. Also you can only hold three inventory items so even if you know what to do you may have left the item somewhere else on the map- and if you forget where you placed the item you might as well start the game over. Lastly, there is no reason to collect extra lives since if you get a game over you restart in the same room you died in. All that doesn't break the game for me and if you stick with it for a couple hours you will probably find it gets a bit addictive picking up the various items and figuring out where to put them to progress. It's reminiscent of old NES Capcom games like Chip and Dale Rescue Rangers, and there's enough content here to make it worth it despite the repetitive backtracking.
看似像素横版游戏游戏,实则的确是银河城类非线性探索。难度不高,就是道具栏太少了,只有三个,路上一堆任务道具带不齐,带错了还得回去拿。
A retro ascetic, Metriodvaia type game. The puzzles are abstract enough to not be obvious, but clear enough that it should click when you have the right item. The world feels super big at first, then smaller, then big again as you unlock new areas and new areas connect to older areas! Music is top shelf if you're into the retro tracks. Super creative too! You're a tiny guy in a big world!
Мне игра понравилась, классический такой 8_ми битный платформер.
The art and animations are mostly pretty good. Besides that the music is kinda bad, especially if you've been listening to it for a while. The game is very easy then suddenly gets very hard when you get to the house. Some jumps seem pixel perfect and require backtracking to try again, with waiting for slow moving platforms. It's a big open exploration area and there's no map or fast travel as far as I could tell so far. Got bored with it pretty quick, then frustrated. Not a good flow. Had potential but it's just not that great.
Un petit jeu sans grandes ambitions qui vous distraira une poignées d'heures si vous n'avez pas peur de faire de (très) nombreux allers-retours. L'univers n'est pas très grand, mais ces allers-retours incessants pour aller chercher des objets ont parfois de quoi décourager (d'autant plus que l'on ne peut porter que trois objets à la fois, ce qui est inutilement contraignant).
完完全全的粪作,开着官方自带的不掉血都玩不下去,你攻击距离跳跃手感能好一点都不至于这样
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