Разработчик: Retrific
Описание
Use your skill and your explosives to get through an infinite amount of levels and to reach the first place in the global online highscore.
Or play user-made custom levels, that were created in the powerful sandbox mode.
Features:
- A slower platformer with long runs
- Various game modes
- Daily Runs
- Destructible Environment
- Endless fun in different randomly generated levels
- Weekly Runs
- Steam Cloud for Custom Levels and Progress
- Upgrades
- Beautiful particles and effects
- Gamepad Support
- Dozens of unlockable color themes
- Sandbox Mode
- User-generated levels
- Consistent Style
- Start a run within seconds
- Steam Trading Cards
- Smooth 60fps
- Detailed stats
- Create, play and publish custom levels ingame
- No microtransactions
- Throwable TNT to destroy walls and traps
- Steam Leaderboards
- Steam Achievements
- Permadeath
- and much more
Try the demo for a glimpse of the game!
This game was made by Retrific's founder Jonathan Mannshoven.
Поддерживаемые языки: english
Системные требования
Windows
- OS *: Windows XP
- Processor: 2 Core @ 2.8Ghz
- Memory: 1024 MB RAM
- Graphics: Intel HD Graphics
- Storage: 30 MB available space
- OS *: Windows Vista, 7
- Processor: 4 core @ 3Ghz
- Memory: 3072 MB RAM
- Graphics: Dedicated GPU
- Storage: 100 MB available space
Linux
- OS: Ubuntu
- Processor: 2Ghz+
- Graphics: 256MB
- Storage: 90 MB available space
- OS: Ubuntu
- Processor: 3Ghz
- Graphics: 1GB
- Network: Broadband Internet connection
- Storage: 200 MB available space
Отзывы пользователей
this reminds me of my irl ex boyfriend idk why even tho we didnt play it together or anything
A trivially easy roguelike that naturally pushes you to run it faster and faster, creating your own difficulty as you look to master the game. Overall, a great little package that is a fun brain-off experience to decompress or waste a few minutes while you're waiting.
Man this game got old pretty fast. I don't really mind middling games as long as there's at least something kinda neat about 'em but you basically see all the cards this one has to offer by level 10-15 or so, and then you can pretty much guess what the rest of the game has got for you.
I played about an hour and a half, most of that being the sole classic run I did (I got to 50, by the way, so the game thinks i'm a god or something). The game really is just getting through mazelike levels that get longer and longer as time goes on, riddled with more and more traps. This gets really discouraging after a while because the game's camera zips over the path you have to take to reach the goal, and you can tell it's just going to take forever while barely offering anything all that new. You start with 10 lives and 10 sticks of TNT maximum to throw at walls/traps to break them, and you can find more of these in stages. Every three levels or so you can choose an upgrade between levels to give you more of an edge, but the selection between them is rather small, and can easily break the game.
The game feels kinda...eh to control? There's running and walking, but as far as I could tell the only way to walk was to use the d-pad so you had to switch between the two for some reason? There's wall jumping, but you have to physically propel yourself away from the wall instead of the game doing it for you. Which is fine, if the game let you jump up the same wall multiple times, but you just fall if you try that so it can feel real frustrating. You also can't control your speed on the wall, and boy do you drop real fast on it. You can get an upgrade to make yourself slower, but then if you want to drop fast you suddenly can't do that anymore. Your airspeed after wall jumping is also really low compared to normal jumping for whatever reason, so some jumps I wanted to be able to make just had me fall into spikes. This really doesn't mesh well with the digging mechanic, or the destructable level mechanic at all. To dig into walls, you have to either throw TNT, bonk your head from below, hold down while on top of them, or drag your face on the wall from the side. It takes time, even with upgrades, to do it from the side because your guy can't keep a grip on the stupid wall if he jumps on it without switching to another wall. If you're doing it in a shaft it's easier and a little faster, but while you're switching between walls you're basically drilling into every block you touch in that shaft. There's no dig button, it's just something that happens while you're sliding on walls. This could lead to breaking some walls you don't want to be breaking, especially if you fail at a level a lot, and could put you in a far worse spot then you were originally in. This could still be handled except your airspeed is still real damn slow while wall jumping so your manuvers are limited, and you can't jump all the way up a single wall so I hope you didn't just get yourself stuck forever???? I'm baffled these mechanics were put together in this way.
I feel like I saw all of the upgrades, so what's offered are: Extra Lives or TNT (doesn't increase cap), Increase cap of Lives or TNT, Increase Spawn rate of TNT or Lives (breaks the game really?), Jump Height Increase (pretty rare), Dig Speed up, TNT Explosion Immunity, TNT explodes on contact, TNT radius up, Sprint Speed up, Acceleration up, Falling Walls Don't Hurt, Enemy Wall Damage Down (makes it so rocket launcher dudes don't just break all the walls) and Camera Control Increase. The game letting you increase the spawn rate of Lives breaks the thing honestly. I basically could play as stupid as I wanted and oh boy there's be like five lives right on the way to the end of one of the levels if I screwed up too hard. I only really lost on 50 because I was basically done and really wanted the game to just kill me already. After that, besides Explosion Immunity and Camera Control Increase the rest of the options feel pretty lackluster. I only barely noticed the jump height increase, TNT would usually just explode 2 blocks when I threw it and boy did it not want to kill some annoying rocket launcher traps I threw them at. Sprint Speed is okay but you're sprinting by default because there's no real sprint button, and walking makes you switch to the D-Pad which uh...no thanks. I'm good. And I'm pretty sure there was an acceleration upgrade but I could never tell what that did? I always felt like you just had a stop and a go speed and that's it. Explosion Immunity only worked on your own TNT but you still get it because often there's no room to throw TNT safely, and it's also like the only unique kit upgrade in the game so you gotta get the one just to have it. Camera Control lets you look around with the right stick so it's nice for seeing the level down this big ol' shaft you can't see all the way down. It...implied that you get more control each time you get the upgrade, but I don't know if that's true honestly.
And then that's it. That's all there is. Generated Levels don't have much to offer in cool level design in this game, so you're just going through longer and longer maze-like levels with traps randomly thrown around. Your options for interacting with the game world never really change aside from very slight improvements. There's new traps eventually, and yeah they're more dangerous (latest I saw was a robot that shot arrows at you instantly, which you don't have great ways to deal with) but the game takes its time introducing them to you, you can deal with a lot of them in more or less the same ways you dealt with the others, and in the end the most annoying trap is the stupid arrow that snipes you from across the screen so it's hard to get thrilled. There's also only one music track? And also, it starts raining pretty hard when you get further into the game? I...didn't really get what that was about. I thought something might happen with it but the game has no story so it was just cosmetic I guess. Oh yeah, you can find unlock things that change the pallete if that's your thing, and you can unlock additional game modes if you meet prereqs but I didn't unlock them all. The ones I did play either added some inconsequential mechanic (coins I couldn't for the life of me find places to spend them at) or a really annoying one (IT'S SUPER DARK, IF YOU DROP YOUR ONLY LIGHT IT'S GONE FOREVER, GOOD LUCK FINDING MORE????).
...Actually, a thought on the additional game mode thing. There was like four extra ones I think in total? I think the devs might've shot themselves in the foot with that one, because if these game modes were all just combined into the standard game mode, they would've had something a lot more varied going on there! Like every once in a while you get a dark level, or a level you have a time limit on because it's blowing up behind you. That would have helped a ton! Heck, Spelunky did that and it worked great for them.
Not much else to say. I'm a sucker for games with this kind of art style, and I thought there would've been more to it. Oh well, better luck next time.
P.S. i forgot to talk about rocks
okay going back to digging in walls, remember that upgrade i mentioned whre you don't die to falling walls? That's useless. THat's completely and totally useless becuase the falling walls are never what's killing you. It's rocks. The futher you go, there's a random chance for when you break a wall, there's a goddamn rock in there. Like, huge, Indiana Jones rock I'm talking. Basically the size of the wall you're breaking. And the way breaking walls works in this game, if you're not using TNT to break that wall then you're just dead. No exception. That rock goddamn fell on you and you died just there. Good job, getting hit by the rock. Why would you even put that in a game like this where you need to do that to get through the damn game, come on.
Just get through is a great retro-type game which reminds me of the 1980s. On the other hand, it has much more to offer than any mass market game in the '80s. It has special permanent (for the run) abilities and procedurally generated maps and various game modes which can be unlocked, to name a few. I recommend this game to anyone who likes platformers, rogue-likes, or maze games.
Just Get Through is a nice little platforming roguelike in a cave setting. The objective is simple; get to the portal of each level. You have the ability to sprint, wall jump, and have a variety of ways to destroy the walls and traps around you, which include wall sliding, digging, jumping, and the main method, TNT. Is this game the roguelike version of Super Meat Boy? Not quite, but it can feel that way at times.
The biggest thing to note about Just Get Through is the emphasis on destruction. Most modes start you off with extremely short, easy levels, but these quickly grow much longer and labyrinthian in nature, often having long paths that lead to dead end. In addition to that, the amount of traps in each level increase dramatically; if you get decently far enough, you'll find them lurking in every passageway and corridor. Some of these traps may seem cheap, but there are not too many types and all it takes is a little bit of practice to learn how to spot and deal with each one. Some people may feel that blowing up entire chunks of the level just to clear a path is cheap in this kind of game, but I disagree. Part of the challenge is knowing when to save your TNT and when to let loose on the hordes of obstacles in your path. Another good part of the challenge is in the neat upgrade system - depending on the type of mode you are playing, you can prioritize which upgrades are better to get first.
The game is minimalist in its graphical presentation, but there are a lot of cool unlockable color palettes to choose from. However I wish there was more selection for its music; hearing the same track gets really stale after a while. The controls are the biggest quirk about the game. The developer recommends mouse and keyboard, but I would never use that option for a platformer like this and using a controller is entirely doable. Just makes a couple of tricks with the TNT harder to pull off, but otherwise it controls well. The major gripe is the wall jumping mechanics, and while I got used to them, they are a bit tricky to learn. To fully get the most out of this game, you must remember [two things about wall jumping, since it's such a vital mechanic:
1. To successfully wall jump, you must alternate between the walls. I imagine this was done to prevent it from being too easy for players to climb up walls. Forget what you learned playing Mega Man X or Super Meat Boy. This can be annoying to some but it's easy to get used to. The other thing though, is what most people don't seem to realise...
2. Which is, to get the full height after a wall jump, you must continue to input in the direction of the wall you're currently scaling, and then let go when jumping to the other wall. Failure to do this will result in your jump getting cut off as if you hit a ceiling, giving the impression that the wall jumping in the game is broken, when in fact it's perfectly fine. A good amount of the negative reviews for this game addressed this problem without understanding why it happens. Getting a feel for this part of wall jumping takes some practice, and even if you do get used to it, it can make narrow jumps over stuff like saw blades tough to pull off.
If you learn the controls and have a moderate tolerance for roguelikes, you will likely get enjoyment out of this game. It offers a fair few modes and most if not all have leaderboards. The difficulty is very fair in my opinion, but in order to last long, you must be prepared to get through traps that infest every corner of the levels that are ever-growing in size. I can't stress that enough. I've been having a blast with this game - it's so addicting that I might try to get a top spot on a leaderboard or two.
Pros
- Gameplay is not complicated at all - Difficulty is fair and increases steadily
- A good variety of gameplay modes, with leaderboards and a good deal of achievements
- Many colorful palettes to suit your tastes for each challenge
- Has a level editor for those who enjoy creating their own challenges to share
Cons
- Controls may take some time to get used to
- Soundtrack is extremely lacking; even a couple of more tracks to choose from would have been nice
- The nature of seeding means you may get some very unfair layouts at times, though none are truly impossible unless you run out of TNT or blow up floors/walls you needed to get to the portal
Looks and feels more like a student project than a proper retail video game. Not too badly made but terribly "bare bones" and, ultimately, not at all interesting or entertaining to play.
Extremely fun game with several fun modes to play really keeps this game fresh and easy to come back to anytime.
The different color modes really add that little extra to the game to set your mood.
Learning to jump off walls can be a bit challenging to learn, but once you get the hang of it, the game really starts to shine!
I see myself playing this game for years to come.
Crazy game! And surprisingly fun. I wish there was a feature that allowed you to log out and come back to a game later. I spent the first 3 hours of playing the game getting to like level 40 and just needed a break. So I lost all my progress, even though I was still doing really well. My only complaint. For that reason only I'll give the game 9/10 instead of full marks. This game could also really do with a multiplayer option so you could race your friends to the end of each level.
Best 59P i ever spent! Reminds me of battle block theater. This game kills you again and again but i don't even feel cheated I KNOW it's my own doing! Going way too fast and taking risks forgetting all the all you have to do is Just get through.
P.S. I have never shouted "OHHH NOOOOO" so much, ever!
Cruddy, haphazard random level generation. Several bizarre, uncomfortable systems in place to destroy the stage itself in what feels like a very wrong way to allow the player to somewhat circumvent said bad level generation when the need arises -- and yes, this will very, very often make levels impossible to complete. Too much of the game centered around this mechanic, with the game even begging you to use mouse-and-keyboard mode (which anyone who plays 2d platformers with a gamepad will agree is extremely uncomfortable for this type of game) in order to have better aiming of your dynamite to destroy the level, as well as MANY of the powerups centering around this dynamite mechanic (and at least one powerup I saw actually lessening the enemies' ability to RANDOMLY DESTROY THE STAGE). An obnoxious aiming reticule for said TNT mechanic, with no way to turn it off. Very painful, heavy, jerky platformer physics -- for those who've played Super Smash Bros. Melee, think Falco in a metal cap at all times. Some of the most wretched and impossible-to-decipher walljumping mechanics I've ever felt in a game. Plain, uninspired graphics that do even less to get the job done than most slapdash retro indie games. Music's nothing to write home about. No story to speak of, and gameplay that's certainly far from good enough to make up for that. Oh, and by default, the rumble and screenshake are severely overkill and unnecessary, but at least you can turn those off.
Just skip it. There are literally hundreds of far better 2d platformers and randomly-generated games out there.
this is a what i call a throw away game its not bad and can be fun but it lacks in just about any content
to put it this is a game you will play when your REALLY bored and don't wanna get to involved in a game
(cause lets be honest i can't always sit through a hour long game of counter strike)
7/10
Summary:
Just Get Through is a procedurally generated platformer made by a single developer. Many of those projects fail but this time we got awesome and cheap platformer that offers a lot of fun and challenge for the price of five euros.
Pros:
- Randomly generated levels. Even though you'll learn most of the level patterns, you will still be seeing something new.
- It's a challenge. You might think it's easy but that's just first levels. The difficulty gets high and the level patterns are evil, especially if combined.
- You can use bombs to make your own path through the level. You can blow up almost any block in any level. Hard part? No problem, bomb is your good friend.
- Many modes. Daily runs, weekly runs, sandbox, coin mode,...
- You can get lost. Later levels are huge and the game generates many dead ends. Note: Dead ends may also contain deadly traps. Or the way towards the dead end. Or any other way.
- Graphics are pretty, you unlock color palettes (for levels) through your game progress.
- Level editor. For those who doesn't like generated levels and want to show their level design skill.
- It's cheap. You won't get broke, so... just get through!
Cons:
- This game supports gamepads, though the bomb throwing is definitely made with focus on keyboard and mouse controls.
-
Just Get Through is a casual indie action adventure game made by a german one man game studio retrific, and one of the best games i've played in a long time.
Positives
-Easy to play, hard to master.
-Randomised levels, each play through is unique
-Explosions
-Good sound track
-Cool collectible game skins
-Level Editor
-Minimum of 60 fps
-Gamepad support
-Tight gamepad controlls
-Fun upgrades
Negitives
-Not enough community levels.
-Not enough people playing for highscores
I would suggest for everyone and anyone to get it.
Great fun, good music to keep your mind immersed. Nice basic features. Explosive terrain, perks all based on the basic gameplay yet each varied enough to stay interesting. Choose one from three [randomly rolled to choose from] each time you choose.
You can play nice and fast or good and slow. Varied traps and good controls [very light complaints and I put controls #1 on games that are above decent.] Incredible replay unless you just plain don't like the game. Daily runs if you feel like boosting the competitive aspect.
Really a good pure platformer. Blow up terrain, watch out for traps, stay alive until you die.
Basics: Get to the portal each level, anyway you can or want. Each time the level gets harder/different. After [2-3?] levels you pick a perk from a pool of three chosen at random.
More TNT? Slower wall slide? More HP? Faster movement? Faster movement gain faster? TNT explosion on impact? More TNT totals? I'm sure there are more.
No enemies I know of, so the traps while have their own [certainly not easy at all!] danger, it has a depth of certainty so dying is quite often your own fault. Though again, not easy since you need to react if you fall and need to dodge or move fast. Perks help and you can/must use all your advantages.
Complaints: I think Four choices should be given from perks. Not to make it easier but to make the random levels a bit more balanced with more abilities to choose one from. Sometimes you just can't go on because you die from not knowing the next level will require more of what you don't have.
Also, the traps could use more umph and maybe a touch of Super Meat Boy's meatiness/blood. Some also just are unfairly unthreatening so you die unfairly not knowing how or when you'll die from something. [One trap looks like a rock outcropping but it kills you on contact?!]
There's more but overall the game is very good and focused, could use refining and more punch-to-the-gut impact with the danger/traps or double edged perks that are really good and really bad at the same time.
You know, I think I've come to the conclusion that this is one of the fairest platformers I've ever played.
- Spikes only kill you if you are impaled, act like walls if you hit them from the side
- Projectiles will kill you, but the shit that fires them won't and you can slide past
- Mines and drones have a window for you to escape if you're
stupidunlucky enough to trigger them
- You can just dig/explode your way to the finish if that's how you wanna go
[*]Upgrades actually stack so you can effectively moonjump or make walls disintegrate when you look at them
Most surprisingly is that the levels are just the right amount of challenging and the difficulty curve is juuuust steep enough to make beating each level and earning each upgrade into a real reward. The level generation is pretty great too, it never makes any impassible portions of maps (at least none that you can't work around somehow) and every time you go through the levels will be so different from the last time that it stays fresh for a long time.
Great game I give it a 9/11
This is a great little game to pick up for 5 bucks!
* It gets super challenging
* The colorpalletes are all unique
* It has good replayability And I think I mentioned.......... it's 5 bucks
* There are many modes to play/ unlock
* It's intense
* Explosions (need I say more?)
Just Get Through is a good platformer with rogue lite elements.
It starts out with really simple layouts for classic mode and the difficulty grows as you progress through the game. You earn perks every few levels to give you more HP, or TNT. Levels are scattered with loads of traps. The platforming is ok, feels pretty fluid. A recent addition of daily runs and other game modes adds alot more content and keeps it feeling fresh.
Solid game for a good price.
A game with really tight controls, funky music and a good incentive to keep playing with the unique idea of gathering different colour palettes. I would reccomend to anyone who likes a good hard platformer.
Just Get Through is an addicting platformer with some dungeon crawling & roguelite elements. Armed only with sticks of dynamite, you must progress further and further into randomly generated dungeons with deadly traps that become harder and harder to evade. As you complete levels, you level up as well, gaining perks that help you be a better dungeon crawler. The entire game is literally a procedural death labyrinth.
The game has a great difficulty curve, starting with extremely easy levels and transitioning smoothly to more complex environments. It offers a good amount of challenge for players of all skill levels. The controls are tight and the procedural generation creates unique environments to traverse.There's even a level creator where you can build your own dungeons for other players to try, and you can compare your rankings/scores daily.
With the addition of huge patches like Update 1.2, Retrific has added a vast amount of content to a simple game. There are new unlockable challenge modes, like Night and Coin that add different styles of gameplay, and daily runs that challenge players to play to the very best of their ability. The amount of content added would have justified a paid DLC, but instead, the developer opted to add it all for free. All of this makes the game one of the best platformers available to buy on Steam.
The main issues with the game just come from a VERY repetitive soundtrack and pixel graphics that may turn off some people. Sometimes the generation can produce near-impossible jumps or traps that some would even call unfair, but they are not always that frequent. Sometimes the amount of content the game generates lags the game enough to mess with vital jumps and maneuvers. The developer is very active, especially on the forums, and regularly updates with bugfixes and tweaks as well as some content. Although it can be played with a keyboard and mouse, it's definitely best suited to a controller. This game is incredibly fun, and it's a shame that it doesn't have a bigger player base. All in all, it's definitely worth (more) the $5.00 asking price.
TL;DR: For fans of Spelunky, Limbo, Electronic Super Joy, Super Meat Boy, and other punishing platform games.
This game is so very fantastic. Each run is so different and you can go at it so many ways that it doesn't really get dull. Dying in this has a real weight to it since you spend a decent amount of time on each run. When you run out of tnt or you blew up your only path to the portal, you get a feeling of failure most other games cannot replicate. The color pallates are a great idea, but they could have been executed better. All in all, this game is definitely one of my favorites and I would seriously reccomend it.
So far, I've found this game to be pretty enjoyable.
When you start a new run, the randomly generated levels will be small and have few obstacles... as you get further, you'll have to navigate larger, more confusing levels, with more frequent deathtraps of ever-increasing variety. At first it's just sawblades and spikes, then turrets, wall-mounted shotguns, little death robots that patrol back and forth along the floor, etc.. After that? I'm not sure. It gets pretty challenging after a while, and I'm not good enough yet.
To help you along the way, you have an arsenal of dynamite sticks that you can throw to destroy parts of the level and the traps. You can also choose an upgrade every few levels to increase your health, dynamite capacity, jumping height, wall grip, etc. You will also occasionally find chests that unlock new color palates to make the game look more colorful and interesting.
Jumping can be a little frustrating, since the game will only let you jump off a wall once before you need to jump off a different wall to keep going up. It's a design choice and I respect that, but it's a bit hard to get used to at first. I also have a couple of small issues regarding gamepad play, but the Dev has already said that he'll work on resolving that.. so it's alright. I still give the game a recommendation. For $5 it's worth it for me.
Дополнительная информация
Разработчик | Retrific |
Платформы | Windows |
Ограничение возраста | Нет |
Дата релиза | 19.01.2025 |
Отзывы пользователей | 87% положительных (110) |