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Recent reviews by HROO HRAA

Showing 1-5 of 5 entries
No one has rated this review as helpful yet
10.0 hrs on record
I absolutely LOVE this game.

You learn a lot about the Iñupait and their culture, I love the story and visuals of the game, but more than that I love the personal stories and insights you collect throughout the game.
I love the friendship that blossoms betwee Nuna and the Fox.

The game can be challenging at times but it's worth it.
Posted August 8, 2020.
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1 person found this review helpful
16.8 hrs on record (4.7 hrs at review time)
This game has a kind of charm to it, the art is great, the music is good, some of the minigames are good.
but what I disliked the most is how sensitive or downright quick-time-event like some of the minigames are, and how some mini games have a huge flaw.

Like with the penguin minigame. I knocked the penguins out of my view, thinking they'd not be able to get out from above, turns out they don't even need to get out through the door, but they can go through the ♥♥♥♥♥♥♥ wall that's out of your view/reach.
and with the mini golf game you dont even get to control anything, all you have to do is wait for that .001 second golden moment that gives a hole-in one. With me it went so fast that before I could consider what angle was the best (after spending a long time trying to figure out where the angle would take the ball) I had apperiantly ran out of time and the ball was hit without me promting it.
It's already hard enough to consider a good angle without not being able to control anything and the angle on which you look out on the minigolf course, but add an invisible timer to the mix and you're just making it downright unplayable.
I had to restart it a few times since I couldn't believe it went that fast.
In the end I just had to stop playing since it gave me a headache trying to figure out the angle while it was constantly moving and I could barely keep up.
This minigame wasn't fun at all. So I hope the creators will read and consider this.. because if you take away the control of the swing and place where it will hit, please make sure it isnt timed so you can actually get a chance to adjust and not freak out since there's an invisable timer! Or else give the control to the player and put the timer in there, Cause then you can find that angle on your own speed and all you need to worry about is finding it in time.

despite all this I still think it's a nice and quirky game, but seriously tho, reconsider some of the controls in those minigames, please.
Posted July 21, 2017.
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No one has rated this review as helpful yet
17.6 hrs on record (10.5 hrs at review time)
I liked the trailers but once I played the game I fell in love!!!

I love the visuals and vibe the game gives off. It was creepy and eerie and in the end I wanted more.

Its a short game but a big world around it!!
Posted May 1, 2017.
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No one has rated this review as helpful yet
42.5 hrs on record
I was very curious for this game and didn't think I would play it too much.
But truth to be told: this game sucked me in. I was busy trying to protect my men and to build upon the lands that i hardly noticed the tome flying by!

Its a wonderful game that lets you think up strageties and ways to survive. And its a hard punishment when you fail!
I fell in love with this game and i am sure many other would do too!
Posted December 26, 2016.
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9 people found this review helpful
5.7 hrs on record
This game was recommended to me because I played and loved LIMBO. I went in here thinking it would be similar to LIMBO, but unique. I also went in without looking at the reviews, I wanted it to be a surprise. It sure has been a surprise and it most certainly is a unique little thing.

The visuals are similar, that was to be expected when it’s also a silhouette platformer, but that wouldn’t have been a problem if a lot of the elements that I saw weren’t a blatant copy from LIMBO. The characters weren’t a copy, but they didn’t feel like they were fitting in the word that was created. They felt heavy and stiff when you walked or jumped. And just didn’t seem to mix well with the backgrounds. Perhaps because the background didn’t give you the feeling that you were playing in a different world. Sometimes the flying particles in the background were a bit too much at certain times. I didn’t mind the colourful background and thought they were nice, also a good indicator that you’re in a different area, but it wasn’t necessary.
What also killed the mood were some of the pop up puzzles. That only would pop up if you walked to it, no matter how much you pressed the action key after you accidentally backed out on it. Don’t get me wrong; the puzzles were ok, but their style and visuals were off. They were full colour panels or machines. Which didn’t fit in with the world at all (just like the characters, but then on a colour basis).
There were a lot of moments in this game that felt like I was playing a weird cheap copy of LIMBO. The big weird flower thing that was similar to the spider, but easier. That you had to follow some bad guys that would shoot things at you (The bombs were a bit weird too since they were different colours against all that black and one colour background).
What really felt like a weird part was the snow area. Sure snow is supposed to be white. But all of a sudden there was full colour fire and a few more colours which made it feel like a full colour game where only the main character was a silhouette. These parts were also really tricky since the snow made sure you couldn’t see where there was a platform, since the background had the same opacity white as the one you walked on, and the same went for the foreground (this could’ve easily been fixed if the back- and foreground had a different shade of white). (More on this level later on.)
It all would’ve worked out better if the game had been full colour from the start and hadn’t had a lot of the same storylines/moments as LIMBO.

Most of the kills this game gave me felt cheap. It wasn’t just slow reaction, it felt and looked cheap. Some kill areas looked the same as the save zones, except for a tiny little hump that you could only see after you died from it. Or when you hit the edge of a platform, but instead of counting it as right, the game either makes you fall or you get stuck.
The patterns for certain moving platforms weren’t the same, making it really hard to find an opening (Especially when you had to go through these double decked platforms and they all of a sudden started to go down all at once when they haven’t done that before or after you died.)
There were light beams that felt like it was there for visual reasons, rather than it giving away that it meant there were an arrow trap. At one point I tried to activate them, just to see if there was a way for me to be able to stand somewhere, and it turned out that I could’ve just ran across. All the other times the game told me that running straight past it would lead to death, but now it wasn’t. That’s just cheap.
I already said how the snow levels were difficult to navigate since it was all so very white which blended in with the back and foreground. You get chased in this level by a snowball, but because the back and foreground blend in with the platforms you walk on, you cannot tell when you have to jump onto a platform, and when you shouldn’t. There’s also this mist or something that blocks out certain part of the platform, which is also white so you only notice when you character disappears for a second. This also causes you to jump when you shouldn’t. It’s just way too hard to tell if you should go up or if you should just run straight ahead. Due to you being chased, the screen shakes, making it even HARDER to know where you’re going and if you jumped at the right time. Which causes you to die. A lot. This isn’t fun. You should be able to see where you’re going, or at least in a certain span around your character, then the shaking camera isn’t much of a problem. And who thought it would’ve been a good idea to put a FAST MOVING platform in a full white area, with shaking camera? Or a log on ropes that you have to swing in order to be close to the next platform while being chased? Or a hole that you couldn’t see since the background caused it to be invisible with the platform? Or hidden parts where there’s a switch you need to press to create a bridge while being chased? This entire level is unfairly hard. It shouldn’t have been this hard, yet it was. Cause you can’t see the traps. You can’t see where you’re walking. And the shaking camera makes it harder.
There are also platforms that are SO SMALL, that it’s easy to fall off from. This is just cheap, cause this game isn’t supposed to be an UNFAIR PLATFORMER. Nowhere in the description does it say that it’s an UNFAIR PLATFORMER. It says that it’s “A challenging puzzle platformer” but the challenging part of this platformer is figuring out if that little hump on the platform is a trap or not.

There were also a few back/foreground elements that looked like you could stand on them, but you couldn’t. Which was pretty confusing when you had to reach something but there was nothing in sight but that one log sticking out that turned out to be unwalkable.
It also wasn’t much of a help that there were difficult to tell hidden areas that were part of your puzzle. Having to go back into a kill zone just to bump into every wall in order to get that secret spot isn’t fun or good game play.

There was a huge questionable thing for me: What was up with the noises the creatures make when you saved them or if your character couldn’t interact with something? It would’ve worked with sounds as well. And whenever something fell it sounded like they recorded it too loudly but went with it anyway even though it clearly sounds like the microphone peaked at the recording since the sound cracks and is unpleasant.

WARNING: NO CHECKPOINTS AT BOSS FIGHT WHICH IS ANNOYING WHEN THEY GIVE YOU BARELY ANY ROOM TO RUN.
Posted August 13, 2016. Last edited August 16, 2016.
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Showing 1-5 of 5 entries