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Take control of a nimble janitor to rid the world of dust and debris.
Data di rilascio: 17 Gen 2012
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Acquista Dustforce

Pacchetti che includono questo gioco

Acquista Dustforce Soundtrack Bundle

Include 2 oggetti: Dustforce, Dustforce Soundtrack

Contenuti scaricabili per questo gioco

Informazioni sul gioco

Clean up the world with style! As an acrobatic janitor, you are an adept force against dust and disorder. Leap and dash off walls and ceilings, and deftly traverse precarious environments. Cleanse each level swiftly and thoroughly to achieve mastery in this 2D sweep-'em-up platformer.
Key Features:
  • Over 50 levels varying in difficulty from elegant exploration levels to intense challenges for hardcore players.
  • Compete on the online leaderboard and instantly watch replays of every players' best attempts.
  • Play against your friends with local multiplayer matches.
  • Roam through a myriad of beautiful environments accompanied by an original soundtrack.

Requisiti di sistema (PC)

    • OS: Windows XP, Vista, 7
    • Processor: Core 2 Duo 2.0 GHz or equivalent
    • Memory: 1GB
    • Hard Disk Space: 400MB Free Space
    • Video Card: Dedicated graphics card with Shader Model 2.0 support
    • DirectX®: 9.0c

Requisiti di sistema (MAC)

    • OS: OS X version Leopard 10.5.8, Snow Leopard 10.6.3, or later.
    • Processor: Core 2 Duo 2.0 GHz or equivalent
    • Memory: 1GB
    • Hard Disk Space: 400MB Free Space
    • Video Card: 256MB RAM with Shader Model 2.0 support
    • OpenGL: Version 2.1
Recensioni utili dai clienti
23 di 23 persone (100%) hanno trovato questa recensione utile
710 prodotti nell'account
2 recensioni
307.3 ore in totale
Easily one of the best games I have ever played. You really don't know what your limit is when you play this game because you improve so much at first and continue to master this game even after you think you've beaten it.
Pubblicata: 13 Febbraio 2014
Questa recensione ti è stata utile? No
20 di 20 persone (100%) hanno trovato questa recensione utile
740 prodotti nell'account
13 recensioni
41.2 ore in totale
there’s a softness, an altogether pureness, in dustforce. it is a starkly wholesome game beyond its surface. the magnitude of how pure is even idealistic and immovable. it’s something that is hard to find in a video game that seeks new horizons. relations, though. the most amazing part about dustforce is the result of its softness. even if you lack the ability to play it - and nearly everyone does - it holds wide appeal. the art and music match the gameplay to a refined elegance. it’s a pacifist game and a performance game without being tailored to either, because it’s still clearly a platformer with all of the philosophy behind it. in motion, it’s wickedly cool and aesthetically moving. skill and display meet innocence and whimsy.

dustforce is ludicrously difficult. it belongs to an elite faction of games I’d describe as harder than hard. the way it’s presented, that fact lays dormant. though loss is common in dustforce, there is no mean-spirit. nothing is out for your blood and none of the platforming is dishonest. what you need to do is nearly always set clearly ahead and it’s all up to your fingers. consequently, and not in a bad meaning, the stages end up feeling more like race tracks than levels. mind you, very stylized race tracks, or race track stages, but very laid-out and bare compared to genre tradition. this feel is accented, arguably engineered, by dustforce’s mode of progression. it doesn’t matter if you only get to the end of a stage in dustforce. you will, it’s always fun to clear a stage, it just won’t let you fully continue.

dustforce’s inspiration and idiosyncrasy is speed running. platformers have always been a speed running favorite. converting art into performance and display, manifesting game and human potential. speed runs are incredible, but there’s an equally incredible entry barrier. the time expenditure needed to participate means that few will experience the overwhelming play. dustforce acts as a bridge. its ranking system enforces perfection. it does not simply weigh down your time a ranking. clear time is not relevant. to unlock levels, you need SS. to get SS, you need a perfect combo with full completion. dustforce’s ranking deals with links. dust you collect on the stage builds up links. hitting dust covered enemies continues links. they are lost when you are hit, go out of bounds, or have about a five second pause since your last link. there cannot be mistakes. speed runs contain no mistakes. though complete perfection is not required, dustforce is unforgiving to even the smallest mistake. finishing a long level from beginning to end, allowed only stylistic mistakes, puts dustforce above a precision platformer to a speed run simulator.

dustforce isn’t the first platformer to demand perfection. I personally love contra for its sheer display and skill or die gameplay. dustforce’s pacifist aura and dedication to a track indeed separate it from any other perfection platformer, but what is most important is dustforce’s fluidity and sense of speed. though in plain movement it is slower than a mario game, a speed run never stops and dustforce doesn’t want you to stop. borrowing two key elements from other very fluid series - mega man X’s dash and modern sonic’s magnetlike fast-fall - and adding their own radical innovations with air dashing, wall runs, and jump refreshes, dustforce has constant varied movement. the combinations and radical changes in input keep you more than engaged, with the coolness of each character’s movement drilling in your performance. the rhythm, intensity, and constant movement translate to feeling unstoppable speed. dustforce’s core is an incredible renovation of tried mechanics with unbelievable vision in its additions. it has its idyllic goal of speed running and it refused accepted conditions. it contributes altogether on its own making both its direction and its core individual and fantastic.

dustforce has a special presentation with a unique goal and altogether new gameplay, so I would be skeptic to ask: how are the levels? by my language, well, this is pretty easy to anticipate. dustforce’s levels are masterful. they allow for all kinds of different and often new naturalizations, realizations, and combinations of their gameplay. the tracks have clear and differing focuses, requiring techniques, hopefully building your repertoire while it remixes its challenges, playing on your expectations. there are huge clearings to cross, towers to climb, ceilings and floors to repel, narrow spiked corridors to squeeze through, enemies to chain your airtime, small platforms to caustically land on, expansive hills to slide through, beautiful spirals to loop around. dustforce isn’t just a very personal and unique idea, it’s a masterpiece of level design. I have qualms for the lack of linear pacing, there isn’t a way to know how difficult a level is going to be, but that’s a very small criticism, and the game still builds from easy stages to hard stages, it’s just done in blocks.

plain to say, combat is not dustforce’s strong suit, and it feels relatively forced. so it is with an absolute lack of understanding that there are four small and constrained levels dedicated to fighting masses of around twenty enemies. to compensate for keyboard controls, for better and worse, dustforce ques moves. when platforming, it gives the game a sort of rhythmic and planned feel based on anticipation and expectation. in the heat of combat, it is awkward. you’ll find yourself locked into quick strikes and unable to dodge obvious enemy attacks, which is frustrating and unrewarding.

another actually affecting flaw is how much singular input influences the character. slight adjustments are impossible. this again compensates for the difficulty to make smalls presses on a keyboard, however it removes from dustforce’s most important aspect: its fluidity. an obvious expression of this is a single block-wide hole with ground on either side of it. pressing right or left will walk over the hole and onto the terrain on the other side. there is no possible way to enter the hole from the ground, you must jump and make the adjustment. yet even if there is slightly more control in the air, it still involves much too large movements, and makes landing on small blocks or falling down in a specific direction imprecise and very much out of your own control, which is somewhat of a deathblow. the hideout is an infamous stage that brings this flaw to light but also serves as a great way to learn how to make the flaw work for you. the keyboard-tailored control is impossible to ignore, and while it is a noble effort, it sadly stains a perfect formula.

dustforce is performance art. the fluidity feels like a dance. the speed feels like superimposed mastery. unlike a rhythm game, there is pure and awesome actualized design depth existing in-addition to the performance. unlike a perfection platformer, dustforce is rarely stressful, instead being meditative, being conductive, being pointed, being beautiful. it doesn’t demand perfection, it encourages it. as dustforce opens up, grows and evolves, so do you as the player. it shows that difficulty can be symbiotic to achieve fully wholesome results. dustforce isn’t do or die. it’s be or don’t be. there’s nothing more desirable than success.
Pubblicata: 2 Febbraio 2014
Questa recensione ti è stata utile? No
6 di 7 persone (86%) hanno trovato questa recensione utile
215 prodotti nell'account
1 recensione
1,058.1 ore in totale
Disclaimer: This game is hard as balls!
But if you look past the difficulty you'll find a life consuming challenge, an amazing soundtrack and endless amounts of content provided by the level editor (over 1000 custom levels atm).
The learning curve is massive which may not be appealing to some people but that's the thing keeps me playing after 800+ hours. I'm pretty sure that I'm capable but haven't gotten what's called SS score on the last level so I'm technically not even done yet.
The level design is amazing and blends perfectly with the soundtrack. And the best part of the game: the leaderboards. Every level (including custom maps) have a leaderboard for the best SS time (cleared everything in the level) and the fastest time just to finish. And every run has intant replay so you can see how the best player does or how the worst player doesn't :P
Many may compare Dustforce to Super Meat Boy but I would disagree mostly because of the controls but also because of the fact that dustforce has some brawler elements. At first glance you may feel that dustforce has floaty controls where meat boy feels more slick but dustforce's "floaty" controls imo Allows for more precise maneuvering. A thing to mention on controls is that I recommend using a keyboard or a controller with a good D-pad (instantly ruling out 360 controller) like PS3 or 4. You could use analog sticks... but you're gonna have a bad time if you do that.
So my honest opinion: The best platformer ever made. A very hard but fair challenge. The best comunity in a game I've encountered.
Pubblicata: 14 Gennaio 2014
Questa recensione ti è stata utile? No
4 di 4 persone (100%) hanno trovato questa recensione utile
56 prodotti nell'account
1 recensione
8.7 ore in totale
Dustforce is a lovely game for those that enjoy speedy platformers with an emphasis on control over one's character. The janitors in Dustforce can jump off walls, run up walls, run up ceilings, and perform multiple double jumps by defeating enemies. Gameplay consists of mastering the route through a level to sweep up all the dust while continuing one's combo (which can be done by running over dust or hitting enemies) and avoiding spikes, pits, and enemy attacks. The game employs a ranking system that judges based on completion (how much dust was ran over and how many enemies were defeated) and finesse (how few hits and restarts taken). This game is perfect for those who go for perfect ranks in modern Sonic titles.

However, later levels in the game approach unfair difficulty, spamming spikes and requiring jumps and dashes to be timed down to the millisecond to succeed. Thankfully, it is not necessary to play any of these levels, and the game can be obtained at a price cheap enough to warrant playing only the well-designed levels in the first half of the game.
Pubblicata: 25 Giugno 2014
Questa recensione ti è stata utile? No
5 di 6 persone (83%) hanno trovato questa recensione utile
231 prodotti nell'account
1 recensione
290.5 ore in totale
No reviews for Dustforce? Surely this is a bug...

Dustforce is, and most likely will be, my favorite indie game of all time. I've never really even been into speedrunning platformers, but I absolutely loved this game.

The visuals. They're so simple, and are perfect for this game. It has a lovely look that never gets tiring to look at.

The flow/feel. Dustforce just feels great to play. Whether it's on keyboard or controller, this game has a flow that feels like you're riding through a musical masterpiece.

The soundtrack. Naturally, achieving flawless runs is what you aim for in this game, and naturally, it can get frustrating as the difficulty increases. Thanfully lifeformed (the artist) has created the absolutely perfect soundtrack for this game. The calming tunes are insanely catchy, as well as soothing to the soul as you unfortunately realize you missed a piece of dust 20% through that track you've never SS'd.

The devs. They just seem like awesome people who love making games. They've released their financial information on Dustforce after all it has been through (steam, humble bundle etc), which is a rare thing to do. They also created a level editor and website for people to share! They are currently developing a new game called Spire, which will be an instant purchase for me =]

tl;dr - If you have the tiniest spark of interest after seeing some screenshots or gameplay, buy it and play. You will not be dissapointed; only pleasently surprised.
Pubblicata: 12 Febbraio 2014
Questa recensione ti è stata utile? No