Salmon Ninja Free Offline

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About This Game

Salmon Ninja is a fast paced action platformer. With a handy grappling hook you can quickly traverse the environment by grabbing onto walls, ceilings, and even enemies. Thi 5d3b920ae0

Title: Salmon Ninja
Genre: Action, Indie
Krax Games
Krax Games
Release Date: 29 Sep, 2016


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I stumbled onto this game while looking at upcoming releases. It looked fun and engaging, so I bought it pretty much immediately on release. I have to say, though, I'm left more on the disappointed side so far. On the up side, the game has some definite style in its visuals and sound, coming across like a sleek upgrade of a retro game, with fluid-looking movement and eye-popping colors. In terms of gameplay, it obviously draws a lot of inspiration from Super Meat Boy, but its central difference is the grappling hook, which is part of what caught my eye. But I'm left unsure of how to feel about the hook. For the purpose of specific aiming of the hook, you need keyboard and mouse controls, which feel a little awkward during certain fast-paced segments and contributes to some of the difficulty if you're more of a controller gamer (like me). But for all that, the hook doesn't even seem like the central gameplay gimmick. Most of the early levels just focus on your ability to execute precision jumps. It feels like the hook should have been made a bit more necessary if it was going to be part of the game. The thing that really bothers me is the progression. One could argue that dying a lot is definitely expected in a game like this, but at times because of the fast movement and perilous obstacles, you'll find yourself dying a lot if you're not the most skilled gamer (somehow that little ninja can be very slippery sometimes!). Here's the biggest problem with that: your ability to progress in the game and clear worlds is dependent on getting gold medals by clearing the levels effectively and efficiently. This means that progression in the game is essentially more of a "hardcore" feature than a "casual" feature, meaning a lot of your potential audience may be shut out from experiencing the game if they don't feel like re-running the levels to get them just right. Things like leaderboards and achievements and their in-game bonuses are great features for rewarding players who really polish their skills. Being able to simply play the game should not be a reward. Overall I can tell there's a lot of heart here, and pieces of a really fun game. But what stops it from being a classic is that clearing levels alone isn't enough; you have to master them, meaning that a lot of the game's content might end up being replaying the same levels, which I don't personally find to be fun enough. It ends up feeling like the sort of Flash game I would have played on Newgrounds back in the day and thought was cool, but I after a few minutes of retrying the same level I'd probably get bored and find something else to do. I think tweaking that alone would be the difference between me recommending it or not. EDIT: Based on feedback, the medal requirement was removed. The game is still super challenging, but it feels much more accessible now.. One of the better difficult platformers on steam. Feels really good to play, even if you're not good it makes you feel like you're doing something really cool.. It's actually a lot of fun.. A small and fun challenge-platformer that uses grapple mechanics. The graphics are simple yet neat and the cutscenes are light-hearted. Definitely has its own charm. The game is way more platforming-focused, since the bosses are a cakewalk compared to the platforming that becomes quite brutal near the end (especially when going for gold medals).. Fun game. Really enjoyed the artwork.. Just picked up the game today, certainly fun, with tons of origional art and stuff! One thing I keep running into is clicking off the game while its in fullscreen and it bugs my game out, having to restart the whole thing. I know its because I have two monitors, but I would hope my cursor would stay in my first monitor, because I could be on a sick run! I'll definitely be playing it for a few weeks minmum since im a leaderboard junky! I hope the story elongates in the future, since it was short! (For me atleast).. It's actually a lot of fun.. This is a really solid, cute little platformer with a hook mechanic and low-res art style. Controls are keyboard to move and mouse to attack and aim the hook. The character movement is quick and not the easiest for precision platforming, but the game (mostly) doesn't demand anything beyond the tools it gives you. The story and dialogue is adorable. It's a one-sitting game, so the $9 price tag might seem like a high ask, but if you're looking for a fun speedrun project, I recommend giving it a look. You could stretch the 1-2 hour playtime to dozens of hours trying to get to the top of the leaderboard (or especially do full game runs). I really enjoyed it.

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