
A puppet themed platformer metroidvania with a focus on platforming rather than combat. Throw your crystal scissors into walls to create your own platforms, explore a twisting and mysterious land, and solve puzzles on a worldwide scale.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English**languages with full audio support
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This game is excellent. It doesnt get enough love
电脑里有一款用飞行武器攻击被丝线操控的敌人,且刺完后会弹跳一下的游戏
This game is really cool! The music's nice, I love the art, and the movement is really fun. I can tell a lot of passion went into this game, and I highly recommend giving it a shot.
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Hours played at review time, across 26 reviews with recorded playtime.
Thread is an interesting Puzzle Platforming Metroidvania that is fairly small in scope, but quite ambitious considering it's only made by a handful of people, or maybe just 1 person, not 100% sure. It can take your time to get your bearings and you may find yourself wondering around for a while until you really think about how to approach progression such as [spoiler] The lever that moves the nail affecting its position in every room it's in and not just the room with the lever. [/spoiler] I didn't 100% the game, finished at 69% completion (not on purpose I promise) and I'm more than willing to find the remaining secrets this game has to offer since the ending was a bit abrupt if you're just going for any%. The controls for the game are pretty solid, I'd 100% recommend playing with a controller. My only complaint with the controller controls is that you do not have the ability to move with the D-pad. I know most modern gamers don't generally play with the D-pad, but for 2D games, I generally prefer movement with the D-pad just to have that extra precision with my jumps. There's lots of different movement abilities in this game that add a lot of layers to the platforming, though I ended up missing out on 2 abilities before I finished the game, the ones I had stopped the game from getting stale and had me fully invested in the experience for my entire play through. I won't spoil all of what you get, but with enough patience and map exploration you'll find all the abilities that you need to finish the game. The time between getting power ups I feel is also pretty well paced since right as you get familiar with one ability you'll pick up another and start learning it with a repeat cycle until you finish the game. A minor complaint I have is that the game is a bit too forgiving with healing items. Since failing a platforming section will only cost you 1 hit point and reset you at the start of the room, the game is VERY generous with healing items. Even only getting lost a handful of times before I beat the game, I finished the game with over 300 patches (healing item) and it made beating the game without dying pretty easy, especially since most of the enemies that hit you (those that throw projectiles) also reset you to the beginning of the room when you take damage, so I had basically no fear of dying my entire play through, even in the late stages of the game where the platforming starts to get pretty difficult. Overall if I had to score this game, I think it's a solid 8/10. The controls are great, the game is very creative, and it had a pretty unique take to this genre that is very bloated these days. Though a lack of punishment for failure and somewhat repetitive combat do bring down my score just a little bit, an 8/10 is still a fantastic score and I'm excited to see the future of this game and the future game(s) this developer will make! I think this game stands tall in regards to games made by a single person and/or a small group of people. Definitely check this game out if you're a fan or even a newcomer to Metroidvanias because Thread is a great game!
[h1]A cute little game that is small in scope but densely packed with fun platforming and a polished presentation![/h1] The unique mechanics quickly build up into a broad suite of movement options, and levels provide platforming challenges that challenge your precision and timing, and sometimes play like mini puzzles. The game is difficult in places, but is seldom frustrating. The hardest sections are rarely mandatory, and there are many rewards for skilled jumpers and meticulous explorers. The music, sounds, and visuals are overall quite polished, which makes exploration fun. There are also tons of secret nooks and crannies to find, most rooms have one or more! The game does a great job of pacing out new abilities, as you always get a new fun toy once you've mastered the previous one. Combat is simple, with enemies serving as platforming obstacles more than opponents. The world-level puzzles can be a bit annoying when backtracking, but that was partially my fault [spoiler] I forgot to get the charge attack, it's in the bottom left of the map. [/spoiler] My first play-through took 3.5 hours from start to finish. I took the time to get every ability and find some of the secrets, but I left a few of the hardest challenges unfinished, as well as the post-game section. Thread is a solid and innovative platformer. Short and sweet, with plenty of attention to detail and a mechanical depth that rewards mastery.
This game surprised me ... I went on a steam rabbit hole of metroidvanias and I have landed on this one... where to start ... this game from its opening moment oozez personality and charm and it opens up to a very competent metroidvania that I can't believe has this low recognition...its a crime this is the true definition of hidden gem ... it has a rich atmosphere...responsive controls... good combat...and interesting unique abilities that I would have never thought of !... give this game a go you won't be dissapointed My only con really would be the very openings it take a bit to click but once it does you will want to see it through To the devs : I'm hoping you stick with game development as you have given a taste if what you are capable of and id like to see what could come next !
This game can be sometimes hard as hell. Be prepared.Don't backtracked items in location if not be ready. I'm recomplete some location around 50-120 times to complete,also they give most of time stupid +1 dmg or +1 hp and at - (spike,blue wall,and etc) we full die, enemy make us lose hp, not instakill ofc. P.S after 12h i'm still don't complete it and stuck on last area(chainsaw ♥♥♥♥) , also not found key of mansion . P.S.S after 14h boss will be killed and game completed ( 92%)
Thread is a unique and immersive puzzle platformer that has kept me engaged for hours on end. The game's mechanics are simple yet effective, and I loved discovering new items that gave my character new movement abilities. As the rooms became more challenging, it was extremely satisfying to use these abilities (and a combination of the new abilities) to overcome obstacles and progress through the game. The controls in Thread feel smooth and responsive, and after a few hours of play, I found myself seamlessly (lol punny) moving through the world with ease. The game's art style is minimalistic yet stylish, and the soundtrack adds to the overall atmosphere. Overall, I highly recommend Thread to fans of puzzle platformers. The game's challenging but fair gameplay, combined with its immersive world and engaging mechanics, make it a must-play for any fan of the genre. I can't wait to see what the developer has in store for future updates and expansions :D
Thread nailed a lot of fun platforming and platforming tricks. The character is fun to control and the physics feel good and things like coyote time are the perfect amount of abuseable to feel both fair and fun. Really enjoyed the challenges. I also really liked the unique feel of every movement of the character keeping the scissors involved. It was a minor but important twist on all the classic jump and dash and wall jump actions that made it feel unique and kept me thinking about how it would interact. The critical hits when you attacked an enemy's string was also a nice touch but that really needed to be more clear and gamified with like a red damage number or a flinch from the enemy. Where the game was painful was in some of the quality of life aspects. There were a ton of blind falls and blind jumps. I wished for the ability to hold up and hold down to have my camera move up and down and get a better view of where I was about to jump. I yearned for a "looker" like Celeste had on some of the complex platforming rooms. And on parts with tons and tons of jump resets I often couldn't tell which jumps/dashes I had available to me. Some visual cue on the character for which jumps are available similar to Celeste's hair would go a long way and an audio cue for when you successfully get a reset vs when you don't would also help. My other gripe was that the overall design of asking me to loop around and around the maximum distance through the game to hit a lever then go back through everything with a state changed was pretty tedious and felt like you were stretching the content. Very water temple. Nobody likes that stuff. You get to do that like once not as the main gimmick of two different areas. Yes it is satisfying when we get the ability to just state change the area at will. But its not worth the constant tedium as the main game design.
Short but extremely clever and well-constructed metroidvania. The scissors being the source of all of your movement abilities but also vital as a platform you can embed into walls means that sequencing your platforming is non-trivial and small optimizations give large rewards in flexibility and maneuverability. Some of the pogo sections are a bit egregious and the overabundance of healing items combined with the de-emphasis of combat means that there's very little risk of dying, but the game remains interesting and challenging throughout its runtime.
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