
Ingression: The Portal Trial offers a sneak peek into the immersive world of precision platforming with portals. Experience the prologue of the full game for free, tackling not only the initial levels but also venturing into more challenging stages.
Revenue comes from in-game items and microtransactions, which our price-based model doesn't estimate. The player count below is how many people own it, not what they spent.
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Languages: English, Turkish, French, German, Spanish - Spain, Portuguese - Brazil, Simplified Chinese, Korean, Russian, Japanese
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Reviews
Themes across 41 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
muy bueno bro :D
eu joguei um pouco e tenho umas coisas a dizer: o jogo é otimo, mas é muito escuro, não consigo ver que tem uma parede pra pular é um pouco mal otimizado por conta do shaders e efeitos pós processamento...deveria ter uma opção de tirar eles e de gráficos. de resto, me parece um ótimo jogo pra se comprar
[h1] [/h1]
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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
it has some really nice puzzles
非常棒,传送门这个设定上游戏很新颖,不过有时候太难了,增加两条命最好
粪作
зашло
一款平台跳跃类游戏,手残党慎玩 剧情讲的是主角穿越到未来去摧毁时光机 有爬墙,钩锁,传送门 走路会脚滑,过关需要背板和熟练度,外加一点运气 喜欢高难度平台跳跃的玩家可玩
very gud
I definitely think it has potential, the portal effect is pretty fun looking, but it gives off mixed messages. This game is very inspired by Celeste so I'll be using that as a comparison. Celeste is a slower paced game, the physics are slower, but they share a focus on precision platforming. The problem is that while this game is a whole lot faster, it relies heavily on the binoculars mechanic from Celeste, where you can view the entire room from the start. This is required for almost every room, because without knowing whats ahead you will be going blind and most of the jumps are not reactable. This shows in the running sequence of the demo, where you need to escape from an enemy chasing you down, but since its time sensitive there are no binoculars and you need to blind react heavily to jumps that plainly aren't fair on a first time play through of the room. Some other jumps hurt too, like many rotating portal jumps requiring you to land on a small platform, where the rotation throws off your input. On the game itself, it advertises the dual timeline thing but this serves purely for narrative (at least in the demo). Each level has you playing either in one side or the other. This is cool and all but when its so present in the marketing it feels like it should play a gameplay purpose, but really it just ends up that for each level they are either themed for one or the other, with a shader applied. There aren't even level elements specific to one time period its all just a reskin. I think the idea has potential but the demo really hasn't sold me on it.
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Where this game's players are, estimated from review languages.
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $4.1K | 106 | 84% | $1.99 | |
| $0 | 28 | 86% | Free | |
| — | 0 | — | — | |
| $46.7M | 147.4K | 97% | $19.99 | |
| $13M | 45.1K | 97% | $9.74 | |
| $480K | 892 | 94% | $19.99 |