JUMP
PSA - you need a VR headset to play Jump.
Jump is an example of how a single basic game mechanic can make for quite an addictive “I’ll just have one more go” game when played in VR.
The point of each of each level (there are currently 5) is to try and make your way to the flag that is located on the highest building in the landscape using the fewest jumps possible (though there are separate high-score tables for both the fewest jumps and the fastest times).
It just works great as a quick pick up and play VR game that you can spend five minutes with, or where you can spend half an hour when you’re convinced that you can shave a single jump off your best score, or a second or two from your best time.
– Real player with 18.2 hrs in game
Read More: Best First-Person Indie Games.
JUMP gives me the same feeling about VR platforming that Super Mario 64 did about 3D platforming almost 20 years ago: there are some kinks to work out, but overall, we’re figuring it out.
Let’s be honest, 99% of gamers who have put on a VR headset (Oculus Rift, Samsung Gear VR, HTC Vive) agree that this technology is going to change the future of entertainment as a whole (not just gaming). It’s the ones who haven’t tried it out that remain skeptics.
Due to the potential motion sickness that it might induce, JUMP may not be the right game to introduce those skeptics to the power of virtual reality, but for those of us who have our VR-legs and don’t get sick easily, this game is a great challenge and fun to play. You’re tasked with reaching the tallest point in each of five major U.S. cities, and you have to achieve that goal in the fewest number of jumps possible. Replaying levels to minimize your jump count becomes addictive, and the awesome soundtrack keeps you moving.
– Real player with 1.9 hrs in game
Cyber Hook
Edit 2: Last review was at 160ish hours…I am now at 280. This game is just amazing, and the community in the Discord just brings it all together. The devs are super active and there is a major update coming very soon! It’s going to make this already amazing game even better.
Edit: Uhhhhhhhh yeah it’s a really good game guys. I’ve only put a small amount of time in it since my original review…Which was about 16 hours in.
Such a smooth platformer. Simple to learn but hard to master type game. If you liked games like Cluster Truck, Mirrors edge or any other 3D platformer, you’ll love this. It really itches that scratch for a fast paced platformer.
– Real player with 650.1 hrs in game
Read More: Best First-Person Indie Games.
–-{Graphics}—
☐ You forget what reality is
☐ Beautiful
☒ Good
☐ Decent
☐ Bad
☐ Don‘t look too long at it
☐ MS-DOS
—{Gameplay}—
☐ Very good
☒ Good
☐ It‘s just gameplay
☐ Mehh
☐ Watch paint dry instead
☐ Just don’t
—{Audio}—
☐ Eargasm
☐ Very good
☒ Good
☐ Not too bad
☐ Bad
☐ I’m now deaf
—{Audience}—
☐ Kids
☐ Teens
☐ Adults
☒ All
—{PC Requirements}—
☐ Check if you can run paint
☒ Potato
☐ Decent
☐ Fast
☐ Rich boi
☐ Ask NASA if they have a spare computer
—{Difficulity}—
☐ Just press ‘W’
– Real player with 18.1 hrs in game
Raising Torolith
Raising Torolith is a first-person physics based indie platformer where you take on the adventure to raise back an entire kingdom - Torolith. You will learn about the world while powerfully dashing through the medieval age in a relaxing & beautiful scenery. Castles, towers, islands and helpful companions will be a strong part of your adventure.
Mastering the movement is a core part of the gameplay - the focus is set on high speed sliding, key point maneuvers and obstacle evasion. Feel the wind in your hair and be ready for the next surprise.
Core Features
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Two Play Modes: Campaign & Racing
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Free Movement: Control your momentum and air time. Boost yourself into the air, slide on platforms, climb walls, destroy some obstacles. Combine chaos with precision to become a master.
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Raise the kingdom: Reach the orbs and raise the kingdom! Entire islands and castles might emerge from the water.
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Checkpoints: No section replaying if you don’t want to.
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Exploration & Story: Talk to the Torolithians in the world, hear what they have to tell you. Interact with seemingly abandoned objects, you will get a better feeling about it all. Most importantly, enjoy the colorful, manually designed landscapes.
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No Violence: The game is relaxing (of course, not counting the times when you just can’t make that jump and feel like destroying the kingdom once again) and focuses on bringing you a very pleasant atmosphere so there is no violence you will be part of.
Read More: Best First-Person Parkour Games.
Vivid Surf
Keep track of the progress by adding it to your wishlist and/or following!
Vivid Surf features:
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Oldschool aircontrol movement.
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Running on UE5 utilizing the new Lumen lighting solution.
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Frictionless collisions across all surfaces.
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Surf assists which removes the necessity for movement keys.
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Unique inputs that make controller gameplay an option.
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No “max velocity” levels.
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Save your location/velocity to optimize routes, learn new maps, and assist in difficult areas during any attempt.
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Improve your times and beat the goals to progress through the campaign and customize your Spectre (appearance).
Celaria
I got this game almost right as it came out because it looks liked a good mirror edge replacement.
What i got was a very difficult game that i’m surprised no one was playing. steam has reported at most 14 people have played at once as of (10/26/2019), this makes me sad because it’s a amazing game for what it is
Pros:
A great selection of maps to try and beat, then find the hidden items, and then to try to get the fastest speed.
Great,simple,intuitive mechanics. at first they seem slippery but after a hour they make the game feel fast and fluid. hell the wall jumping just feels great to dude.
– Real player with 49.9 hrs in game
This is a great little game. The music is great, the gameplay is slick and smooth, and wonderfully engaging and rewarding. Leaderboards and multiplayer for those interested. I’m not really a speedrunner type of gamer but this game is designed solely for it and it shines because of it.
There’s also a few platforming puzzles/challenges on some levels to get red orbs. I think what really made this game click for me was that using the freecam to spy one of the harder looking orbs, I saw the area the developer wanted us to take but couldn’t make the heads and tails of approaching or tackling it. Instead I just decided to run straight through and figurtively saw the path unravel before it, between walls and jumps and using the mechanics seamlessly. It was immensely satisfying picking out a relatively efficient, logical path from seemingly nothing instead of having it laid out in front of you.
– Real player with 14.5 hrs in game
STRIDE
After seeing someone else’s review on here actually get answered by one of the developers and realizing my feedback might help improve the game, I decided to leave my honest review of the game instead of my usual, “pretty epic”. I love this game first of all, and try to play it daily. To me, its an excellent game with its fair share of bugs and faults. Its an excellent workout game, and (at least for me) I didn’t even realize I was working out until after my first session after downloading lasting 2 hours and OH MAN my arms hurt, I couldn’t even lift them very high. To me, this is one of a VR games most positive attributes, the ability to get me to exercise and not realize it. Another positive aspect of it is it is SO FUN for about the first 3-4 hours. Don’t get me wrong, its still fun after that, but it loses the rush of having to adapt to the map to keep going. After the first three hours or so, you lose the feeling of having to adapt and just learn and memorize the map. Its gets to be like oh I just have to get through this this part. Granted, the more the play, the farther you get, and the more new map you discover, but its having to play a portion I’ve already played 100 times to get to the hard part where its most fun is disappointing to me. I think the game needs more randomly generated parts to accommodate the rush of having to adapt and improvise to succeed. I also think the campaign sounds very promising and am immensely looking forward to that. I also like the arena and timed modes, though I do feel like the game needs to expand a little broader. For example, maybe some modes where you only wall walk on buildings and its like a city setting or something like that. I just think like modes that focus on particular ways of getting around, like a level where you have to only or mainly swing on the ziplines or ceiling things (don’t know what they are called). I did really like ziplining and using the ceiling things when they appeared in game and think its a nice quick break from running. Or just something that expands the range of stuff to do, like adding a new transportation way? (I would really like that, like places where you can double jump or maybe a one time use a game thing where you can climb a wall to escape death) But either way, I think the added stuff should not just focus around whats already there, although should definitely incorporate it. In terms of the existing things and not what could be added, I think there are definitely bugs that need to be fixed. Often times I go to pull my gun and it dosen’t work and its in general very inconsistent. The wall walking also seems to sometimes not work and it can get pretty annoying. I also love and I mean love the slow motion. Its a great mechanic and a wonderful part of the game adding to the badass feel you can get when grappling and shooting an enemy at the same time. I also do NOT think there needs to be feet or something to show you where you will land. The game is harder without it, but it just takes some time and you’ll get it every time. The game could also use some more items instead of just meds, you could have something that ups your speed or jump ability or something like that. I also think the game would benefit massively from straying away from the go in a straight line type of game, and have the map turn right and left or maybe even have you turn around or changing up the level of ground throughout the game, having you fall downwards and continue there, then having you swing back upwards. I think they could a lot with this, having you go upwards into the clouds or down into the underground, or even having mutiple paths you can take, but still keeping the general you have to go this way and not jsut be a giant map. I also think they could switch up the enemy type, like in the underground having to fight goblins or something that fits the theme, and in the clouds, cloud people or something like that. I can only IMAGINE the fun of this game when turning back and forth, fighting a giant boss battle while traveling up, down, left, right, etc. I think the game would TAKE OFF and be one of the best games of all time. But, I’m having way too much fun with this, so to sum it all up, fun game with some faults and a LOT of potential. (please use some of my stuff)
– Real player with 11.5 hrs in game
I will start this off by saying this game is really amazing and fun… when it works.
With that out of the way lets get to the pros and cons of this product.
Cons first
1. The price Tag.
This game as it stands right now is not worth the $20. Yes i understand its an early access title but hear me out. They have so much more to do to this game. I would have liked to have seen tiered price jumps with later updates. Early access (Day 1 update 1 $10). Back half of First Phase (Major update 1 $15) Phase two (2nd Major update $20). Final game ($25-$30). I’ve seen multiple people refund the game due to just the price and not the game play.
– Real player with 7.4 hrs in game
All Day Dying: Redux Edition
Tony Hawk’s Pro Shooter.
If that description is enough to get you excited, then you might as well drop the 10 bucks to play it because you’re not going to see anything else like this anywhere else except 2005’s Total Overdose.
The main idea of the game is basically Pro Skater’s career mode: a series of maps that each contain six objectives for the player to beat in 2 minutes or less. These objectives are divided into three “high score” and three “contextual” objectives, the latter of which range from beating the level using a single weapon to finding and completing an off-the-path extra area like a shooting range or a platforming section. Though you can complete multiple objectives in a single run, it’s often not possible to clear all of them in one go, either because the act of completing one requires not doing another or because completing one would require an extremely sub-optimal playthrough of the map, like sprinting past all of the enemies to get to a contextual objective that takes a lot of time to complete. This means that fully completing a map requires replaying it as many times as necessary to get all of the objectives and build enough familiarity to clear it with a high score. There are multiple difficulties, but they only affect the margin of error the player has - faster combo timers, lower health, higher enemy accuracy - and there’s not really much reason to play on a higher difficulty beyond achievements and personal satisfaction.
– Real player with 62.3 hrs in game
Too much RNG for a trial game. The time limits are so tight that a single bad shotgun spread roll or an enemy pathing the long way to find you means your run is over. It gets worse later on when projectile enemies are introduced. They have perfect accuracy and fire at set intervals no matter what animation they are in, making you completely at the mercy of what spin jukes the AI decides to do. On linear levels this isn’t as much of a problem since the AI tends to make the same or similar decisions every time. Arena style levels are insufferable as the time limit offers no room for error and enemies are just inconsistent enough to make a quarter of the runs unwinnable from the outset. Tentative recommendation if the developer changed weapon spread such that it was deterministic. A square or round pellet formation on the shotgun or something
– Real player with 13.6 hrs in game
Hot Lava
This game is amazing and as minor faults but faults being some little things that could help the game a bit more. More positive though. I’m a speedrun this game non-stop and it feels great. By far one of the best games to get into if your speedrunning. If you every played trackmania, Think of it as time attack with your friends, You aren’t running against them at the same exact time although You “could” if you want to. As a fun little platformer you can play this casually with friends or compete with other speedrunners in the discord. Everyone including mods are super nice and active. Massive amounts of friends. There’s tons to play and grind in this game right now, There also is workshop maps but its not as active as you would think. Lots of oldschool maps not many people doing it Sadly.
– Real player with 1473.5 hrs in game
I used to love bunny hopping and surfing in CS:GO and found this game. Being supper excited to play I jumped in right away and started practising my parkour skills. It gave me the ability to double jump which I thought was odd. After hours of jumping through courses I witnessed another player in my lobby go flying past me at a speed I couldn’t even imagine was possible. I did a bit of research and found out there are 4 different abilities in the game.
1. Double Jump - I began playing with this one but will probably not go back to it. Not until I’ve mastered the other ones at least.
– Real player with 159.1 hrs in game
PiiSim
not a bad game for just screwing off
it has some difficulty so you wont beat it to quickly
and it is fun
like the water squirters in the fair
just a little pii pii in a big world
are you yellow punk
lol
– Real player with 21.9 hrs in game
(Got this game for free courtesy of the developer’s submission to OMEGA Trade - G. Thanks!)
Using your Pii makes you say Whee!!!
Well, not that much enthusiasm,but since this game is no longer in EA, I thought I’d finally review this one. In beta builds, PiiSim was a mess. Aiming was a pain, destroying was a pain, and gauging anything was a pain. Fortunately, fixes have been made to the final product to make it a more enjoyable casual experience where each session lasts about 15-20 minutes at most.
– Real player with 7.9 hrs in game
Aefen Fall
Caveats:
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The game is buggy and glitches. A LOT! And the devs will not (be able to) fix it.
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The game is short. I have no idea how you can spend 45 minutes in a playthrough as stated on the store page. Realistically it will take you around 30 for your first run with failing a lot of jumps and not knowing where to go. Subsequent runs should scratch on the speed run goal time of 15 minutes.
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You can get Mirror’s Edge and its sequel on sale for the full price of this game. (At least in Euro.)
That being said, I still recommend it. The developers were pretty upfront about the state of the game, its shortcomings and their lack of support. It’s a student project by graduates. Would have been nice if they released it for free, sure, but the price is cheap enough to forgive the lack of polish and content, especially on sale.
– Real player with 29.1 hrs in game
This game has a lot of pros and cons, but I still recommend at least on sale. But even at full price, it’s cheap, and has replay value, especially when the cons get addressed.
Pros:
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FANTASTIC visuals and art design!
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Fun gameplay design, that allows opportunities to mix things up if you want to.
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Many routes, for high replay value, and to challenge yourself with the fastest shortcuts.
Cons:
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MANY moments of bugs with clipping, getting stuck, and inputs not working very well.
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VERY abrupt and unclear ending, though it was expected for a student project with a time limit.
– Real player with 3.6 hrs in game