Разработчик: Noclip
Описание
Уже поздно думать о том, что пошло не так. Либо ты выучишь правила игры, либо застрянешь в ней навсегда. Единственный способ выбраться из неисправного кода — пройти все уровни.
STANDBY — это молниеносный платформер в уникальном сеттинге сломавшейся игры, где каждая из многочисленных смертей станет ценным уроком на будущее.
Познай свои удивительные возможности и научись их правильно применять: разрывай пространство сквозь телепорты, опережай время в скольжении, уничтожай препятствия из пистолета и многое другое.
Будь готов к стремительному росту сложности и помни, что на кону твоя свобода. Готов сыграть?
Ключевые особенности:
- Неповторимый стиль
- Простая игровая механика
- Постоянный рост сложности
- Состязания с друзьями через глобальный лидерборд
- Цепляющий саундтрек
Поддерживаемые языки: english, german, spanish - spain, russian, french, simplified chinese, japanese, polish
Системные требования
Windows
- ОС *: Windows XP or later
- Процессор: 1Ghz and up
- Оперативная память: 1 GB ОЗУ
- Видеокарта: 256 Mb
- Место на диске: 500 MB
Mac
- ОС: OS X
- Процессор: 1Ghz and up
- Оперативная память: 1 GB ОЗУ
- Видеокарта: 256 Mb
- Место на диске: 500 MB
Отзывы пользователей
Very fun IL speedrunning platformer. Can take a bit to get used to the movement but once you do it feels very fun and fluid.
Hard to learn, harder to master. I recommend buying only if you want a challenging game.
I really do like this game. I started it about a year or two ago, got maybe halfway through then got distracted by other games in my library. I came back to this last night after wanting to go achievement hunting and had a blast playing through the rest of it.
Disclaimer before you read any farther: I used the keyboard, not a controller so I can't speak to the button layout on controllers, which seems to be a pain point.
I've spent enough time to get every achievement *except* the one for 100%'ing the game. That'll come with time. The control scheme for keyboards didn't really bother me all that much, and I'm of the opinion if we had multiple buttons for different actions the difficulty would be much higher. In high paced, reaction based games (like this one) the more attention that you have to pay, the harder it is to react.
The two (three, if you want to be technical) button movement system worked fine for me on the keyboard. Going through the levels, I only have to notice when to jump, and when to perform a context action (easier when there's only one button to press). I think you would notice a huge spike in difficulty in the final two chapters of the game if we had a different button mapped for each context action.
Now for everything else;
I really liked the music of the game, thought it fit the pace and style perfectly.
Controls are tight and responsive, which is exactly what you need for a game like this. (same goes for hitboxes)
Art style was nice, though I did turn off the glitch effect about a quarter of the way through. I appreciate the devs giving me the option to do so.
Like another reviewer mentioned, there are some semi-hidden movement techniques that are nice to discover. Hint: They help you get the record time achievements.
As a last statement, I have a couple other speedrunning games in my library (Dustforce, SpeedRunners) but this is the first one that I've finished through and through. Not sure I can say exactly why I chose this one first, but I'll be going back and finishing those now, since this has brought me into the genre.
Standby is a fast-placed platformer. The OST is fantastic and fits the game well. The controls are minimalistic to a fault at times, with one button being bound to 3 actions - shoot, slide, and drop. However, I didn't have much trouble with the 1 button control scheme. Something I found heavily annoying was the inability to rebind basic controls within the game, I was forced to use AutoHotKey for just changing which keys go where. The game has relatively simple mechanics which it puts together in a variety of fashions throughout levels and are combined in a generally enjoyable way. The only fault I really have with this game is that it doesn't have the buffering and coyote frames you'd expect from a platformer. Hitting jump a tiny tiny bit before a refresh or a boost will kill you. Hitting jump slightly after you fall off a ledge will kill you. Hitting jump a frame after you pass over the square will kill you. The required precision in this is fine, but it's unexpected when most other games have it for the sake of the game *feeling* better, and the lack of it feels like artifical difficulty and result in the controls feeling unresponsive during tight situations.
I liked the art and minimalistic approach, but gameplay is not for the people whose not so called "speedrunners" (which i am not anymore). I think will pass this one..Really want to like it though.
This game looks like it would be fun, from the video shown on the main store page on Steam. I even read through the reviews and saw how many negative reviews there were just based off of the controls, but I still bought it. Really wish I wouldn't have.
This may be a game some people like, if you are a person who likes games that are not only hard mechanically, but also have extremely bad controls. If you don't enjoy games that don't control well, don't buy this game. The controls just don't work. If you do buy this game, use a controller, as it makes it a little more tolerable, but even with a controller, this game still dosen't control well.
The game has potential, but the controls pretty much kill it dead.
The slow-motion doesn't feel under the player's control at all (it seems to be triggered by sliding toward a breakable block and stops when it feels like it). The controls are a little awkward but with no way to re-bind them. The distinction between 'fire', 'slide', and 'drop' feels arbitrary. Combined with the slide activating slow-motion the shift key becomes a grab bag of slide, drop, fire, activate slow motion.
None of it is exactly a deal-breaker alone but it adds up to a frustrating, flow-breaking experience.. All in all, this game could have used more separate keybinds, less slow-motion, and rebindable keys.
So, bought it on sales, because it looked so super slick (usually I go on youtube first and have a look over the game, if it suits me, i didn't this time, ... actually I wish I had, but oh well, maybe they will listen?!)
So, soundtrack, slow-mo moving, really slick, B U T!!:
It DESPERATELY NEEDS a REMAPPING TOOL OF THE CONTROLS! I come from playing games like Awesomenauts, Brawlhalla, Speedrunner, Sundered ... and so far, NONE of those controls felt as ALIEN as they do in "Standby".
The simple REASON for that is: I CAN REMAP MY CONTROLS IN EVERY OTHER GAME! Why not in this one here? It really takes away the gaming fun, as I think, the skill-cap of this game might be quite high, but I WON'T learn new controls for THAT!
So, either promise, to build in a KEY REMAPPING AS SOON AS POSSIBLE, or I'd like to have a REFUND!
As long, as THAT is not included, I cannot recommend that game! Simple as that!
Another thing, that would be good, is the camera should be going forward or into tunnel view ... problem with the camera view is, that your character STICKS TO THE FRONT SIDE at some point, meaning, YOU CANNOT SEE, what is AHEAD OF YOU! In an OBSTACLE RUNNER GAME, where you cannot see the FRONT, or where you are GOING is downright useless ... unless, the creators of this game wanted you to know EVERY SINGLE MAP BY HARD (which is kinda frustrating, to learn on a fast paced 5-seconds [felt] run through a map; ESPECIALLY WHILE YOU CANNOT CHANGE THOSE BLASTED CONTROLS!). Minimalistic view and all is FUN, but because the BACKGROUND had the SAME COLOR (BLACK) like the GROUND that you are supposed to run on, I fell to my death plenty of times, because I SIMPLY COULDN'T SEE THE NEXT LEDGE TO JUMP TO!
It is a great start of a game, but still needs some work put into it.
It is DEFINITELY not ready for sale yet! (4 Euro, i better spend on a Pizza! More long time fun!)
My point of view.
GL&HF.
The game's biggest downfall lies in the awful "minimalistic" movement system.
FYI to any aspiring designers out there: don't bind three contextual actions to one key if your game is supposed to be precise and fast-paced.
Very good and challenging platformer for players who strive for perfection!
Every level is about 5 to 15 seconds long. It is in fact a bit like "10 Second Ninja", but then a bit more different.
You have to hit them buttons timed and fast to beat the pro time of the level and to collect all squares meanwhile.
What I don't like here is that you can seperately beat the time and in another run collect all squares without the pro time to get the full progression achievement. There is NO reward for beating the pro time AND collecting all squares in the same run.
What I also don't like is that you can complete the level with a very bad time and without collecting any squares, in short: being awful at the game and still progress to all levels in the game. Players who're not up to this hard difficulty can play through all levels with caution. But in my opinion they won't have much fun. This game is all about getting the best time out of a level by 40% skill (concentration, reaction), 10% wits (creativity and intelligence how to get the best time) and 50% endurance (repetition and memorising).
What I could critisize here is that you literally imprint the level into your fingers for muscle memory and after several tries finally succeed. There is no possibility as in other games that, once you have the game skill you have all you need for what is coming, no, you won't be able to beat the pro time at the first try. Firstly you cannot look that far to plan your way and secondly you have to analyse the level to find out how to save time. For example and this makes the aspect of memorising even worse is that some levels have timed lasers which you can only pass at the right time. The clock starts when you pass the start line, but the lasers are spawned before the clock runs. So, in some levels in fact you have to wait about 0,5s to 1s before the start line, then run furiously into the level to have the laser at the end of it timed right that you can pass. If you don't hit the right waiting time at the start you either get burned or you have to wait while the clock is running. In both cases don't get the pro time even though you performed a perfect button hit series.
Memorising is even more important for the speedrun mode which activates after beating the 9 levels of a set. In the speedrun mode you run through all levels of a set in a row and try to hit the best time. Here the effect of memorising gets an additional big impact on your result. Just imprint these levels into your mind and fingers by repetition and finally succeed. This aspect never appealed to me as I find this to be more work than fun. For me this a waste of time, but for others maybe the real challenge.
The music is dope! But the devs decided to put a slo-mo effect to the music everytime you fail and you usually fail every second after retrying, so the music is totally spoiled by this slo-mo effect. There is no option to turn this off. I recommend buying the soundtrack instead, it's very good!
I'm not saying that these reasons/arguments make the game bad. I'm just saying, that this game is not for everyone.
If you like difficult challenges and speedrun perfection in a platformer like me then this game is for you!
I have a stupid long response time but this game is fun.. A super meat boy feeling and stupid controls that annoy the crap outta ya! Recommend for sure!
Speedrunner's oasis; very short levels, every minimal action is relevant for a good time, good music and feels extremely dynamic all the time. What you see in the trailer is what you get.
To fully beat the game, you need to clear every level in two ways (separately or at the same time if you're a speed god): by collecting all gems and by going faster than a set time, which is usually very tight.
There's several semi-hidden mechanics that will help you go faster, but also make the levels more tricky to clear due to fast speeds.
Overall a much more solid game from the dev of Barrier X, I got what I expected and it was a very sweet experience :^)
This is a difficult but rewarding game. If you're looking for a relaxing arcade platformer, you'll have to find it somewhere else.
This game is not about story, not about fights with enemies, not about exploring world.
This game is about fast, hard, perfect timing, in cold blood sliding/jumping/runnig/breaking through compact, minimalistic levels, where floors/walls/ceilings..literally anything trying to kill you. And when after endless attempts you'll finally beat the level, you would like to do it again - faster, better, stronger, with collecting all these rombs in your way! Speedrun mode increasy challenge mood. There are no something incredible or special features in this game, no metagame or customisation, but platforming part is very good. SO, if you like such platformers - you should like this thing, it really gives you strong emotions!
P.S. Electronic soundtrack is really charming!
It's like an easier version of Dustforce. I loved Dustforce, but it was a little bit too difficult for me, and I couldn't finish some of the levels and wasn't able to beat the game. STANDBY is a perfect stand-in since I don't have much time for gaming, and always wanted a bite-sized game to master and get good at speed running.
Satisfying fast-paced gameplay with amazing music. Most of the time i play my games with a video/stream on my second monitor or I listen to a podcast, but in this game the music is such a part of the satisfying gameplay that I just played the game with some good headphones.
The Gameplay is fun as hell, i already loved the demo but the full game brings so much more...
Great game, really fast paced and fun overall.
It's a bit hard to coordinate all your mechanics at start but you will improve. Seems like an ideal game for speedrunning.
I liked I wanna be the boshy, Super Meat Boy, etc, where you need to memorize stuff and be very coordinated, and this ticks the same boxes in this regard
Great game. Clean graphics, fresh concept, and a LOT of challenging levels. I would definitely reccomend this to a friend.
Standby is a tough-as-nails platformer made for speedrunners and platforming masochists. The game centers around speed, timing, and precision, with minimalist visuals, and a fantastic soundtrack to boot. I got through all 54 levels in roughly 3 hours, but this game is meant to be played to perfection, with leaderboards and collectibles for completionists.
TLDR: I recommend this for speedrunners and platformer enthusiats looking for a fast-paced challenge.
my playthrough:
https://www.twitch.tv/ryuze/v/112716606
This game is nuts! If you hated super meat boy, you'll hate this too! :D
Controller recommended btw
https://www.youtube.com/watch?v=Ly0Pi3i81oU
Дополнительная информация
Разработчик | Noclip |
Платформы | Windows, Mac |
Ограничение возраста | Нет |
Дата релиза | 31.01.2025 |
Отзывы пользователей | 77% положительных (35) |