Reviews from

in the past


Great platformer, takes a lot of inspiration from a hat in time and SM64 (like half the moveset is from that game), but manages to put on its own spin on it. Everything oozes with style, it's just a feel-good game until you die to the same fucking spikey shit.

The fighting mechanics are very meh, but everything else is charm, lovely and fun.

Too many repeated levels and stiff controls.

Ele tem o núcleo coração, atitude, mecânicas e tudo perfeitamente colocado pra ser um dos melhores plataforrmas 3d de todos os tempos. Mas o rítmo me quebra um pouco. Quando vc só passa as fases e vai sendo introduzido as coisas novas e interessante é incrível mas quando vc é forçado a repetir fases eu só fico meio entediado. A Dlc que depois ficou de graça é pico tho


found this game on tiktok, it was actually good ngl

Floundered execution. 2d/3d mix artstyle actively hurts precise platforming, and looks kind of ugly overall. Combat is unique but feels unresponsive. Movement is slow when levels are large and empty.
I think this game suffers from bloated scope - there is a lot to do, but the core on offer is badly tuned.

Demon Turf: Neon Splash on the other hand is really fun. Go check it out!

I went into this game with high expectations. I came out of it with a soul crushing emptiness. The game just isn't good and it really sucks, cause I know the creators had passion.
It's got bad level designs, sloppy graphics, and dreadful combat. The checkpoint system isn't bad, but I kept forgetting about it; so like that didn't help much.
Wish it was better, really do.

Tons of great ideas (challenges, memorable environments and flag mechanism), but let down by some level design, confusing, uninstinctive controls and characters and universe hard to connect with. It's hard for me to pick it again

Didn't like It. Looks off and the controls are too floaty

This game is fun for it's movement and it's pretty great in the first world and 1/2. There are some questionable level design choices but nothing that would completely ruin how you feel about the game so far, but then the levels start getting. a little bad!

I think a big issue with the game is despite the great movement, the game is still so slow because of level design choices or even game design choices; the big one being the combat or how your spin slows you down by A LOT.

I don't think the combat is the worst thing ever, but it just makes me ask "Why was this included?" since there are ways to make boss fights work in others ways I think. Though I understand that wasn't the developers vision.

The game is weird cause theres a lot of potential but the game doesn't do much to show that potential. Theres lots of level issues where it's hard to tell where you're meant to go and sometimes there are lots of lasers/spikes/or anything that insta-kill you in tight inclosures but you can't move your camera to see well so sometimes you might just die. Small things like that can make your experience a little annoying.

I 100%ed the game so my opinion of it is based off of that since there were many moments I was frustrated or confused as to what happened. I do think people should give the game a shot, but it's fair to not like it for the issues present.

Definitely an interesting throwback to the 3D platformers of old, but unfortunately often in the sense of " What a fun movement scheme! I can't wait to play a pitch black timed underwater section where I steer with the camera stick!"

Sorry to say I did not like this one. The flat image of a 2D character does not work well in a 3D platformer and the overall level design was lacking. Movement options had potential but it just wasn't very enjoyable to play.

How hard is it to make a fun game where we progress through one level after another? The poor level design in a game like this is the most unbearable part. I would have been very happy if it was a platforming game that offered fast fun like Mario. Instead, it tried to build an open world design and city logic. The game tells something for the first 1 hour. I just want to play, man.

If Demon Turf could commit to one idea it’d be all the better for it. Each decision made about this game’s structure has to account for the myriad of styles it goes for. I’d like it a lot more if if it leaned entirely into being a linear puzzle-platformer, or an open-zone collectathon. I cannot meet it on its own terms since I’m not exactly certain what those terms are. The boundless variety in structure and theme just gives me a headache. Platforming setpieces and minigames aren’t THAT bad on their own, but together, they form a chimeric whole, completely shooting down any sense of pacing or rising action the game could’ve had.

Hub worlds, placeable checkpoints that you teleport between, and minigames, all feel suited to a more open-ended kind of level. Unfortunately, the little good these mechanics provide is taken away by how poorly the mesh with the game’s structure. So many levels are linear obstacle courses that can’t build upon the previous level’s ideas since there is usually never a previous level. Each level’s structure is also muddied by having you complete some random minigame or activity. A lot of the levels feel like a linear gauntlet of some of Super Mario Odyssey’s most worthless power moon challenges, with some platforming sprinkled in.

None of these gimmicks and abilities are terrible conceptually. However, when each turf jerks you from the “enter buildings” level to the “open” level to the “linear” level back to the “enter buildings” level; when these levels have as much fluff as they do platforming gauntlets; when the game asks so little of you - I struggle to find any reason to care.

Neither the story nor the presentation grabbed me, though these facets both have their fun moments. Ugly and boring at their worst, nice at their best!

Inconsistency and structural issues haunt every corner of this game. Its uniqueness can’t make up for all of its issues and I’m left with a bad taste in my mouth by the end of it - even with its cute ending. I think with an overhaul in structure, and a few mechanical tweaks, Demon Turf could be a lot better.

It took me exactly a year of on and off playing this game to finally finish this. Demon Turf is certainly ambitious but felt more actively exhausting than anything. It's got the core of a classic collectathon with an obnoxious amount of collectibles (cool!) But is actually at the same time more of a linear obstacle course platformer. Both styles are constantly at odds and holding each other down. The collectables aren't exactly fun to find given you can spawn an arrow pointing you where anything is hidden at any point. Which is a complaint but I'm glad it's there because given the way levels are put together, it's entirely unreadable whether you're trying to explore or not. Unfocused at all times is the best way to describe Demon Turf. Level design suffers from being rather aimless, and the collectibles largely feel worthless for anything other than seeing 100% in your achievements list.

The movement is nuanced enough to have a variety of level design and decent challenge...But the "place your own checkpoints" idea robs the stages of a structured sense of progression. You're either hoarding them excessively or using them all too early. Levels can drag on and often don't really iterate on concepts, just throwing disconnected thoughts at the wall. Combat seems to be a sore point for most here, but I'm always an advocate for unconventional ideas. The premise of pushing enemies is fun and dynamic. I'm sick to death of standardized concepts shared with every game ever so I think it's kinda cool. In execution it feels bad largely because of really poor visual and sound design, and somewhat inconsistent physics. Also for some reason the camera slams itself into the ground every single time you activate something. Even if you spawn a platform directly underneath you, you get the same camera angle where it gets locked pointing upwards...

The eye-catching artwork seen in the box art is not present in-game. Instead the graphical style is dreadfully boring. No striking imagery, drab and repetitive color palette, the 2D character art leaves a lot to be desired and is pretty stiffly animated. Nothing memorable in the music department imo. Story goes nowhere. Very anti climactic. No level in the game is interesting or memorable enough to warrant them forcing you to replay almost all of them to get to the final boss. I was already doing it for completionist sake and it's just not fun to do. They're "remixed" so sometimes major changes have been done...But the levels themselves are devoid of strong ideas or memorable layouts to begin with, so playing them again with rearranged hazards doesn't really make any difference. Aerial movement is decent but your base floor run speed is painfully slow, even using a badge to speed it up it never feels great. Hookshot and Flight are never used in interesting ways. Very binary use hookshot/flight here type design. Wheel picks up nice speed but quickly becomes so fast you can't do any turns, and just like flight, always has dedicated use wheel moments. So your abilities are already not very well implemented...On top of not being able to wall jump or use your hookshot after a double jump which is needlessly limiting.

It's not entirely mindless like most platformers I find dull (though it has its fair share of nothing design at points too). This one fails on its own merits rather than being safe and derivative. Which makes me feel I should give bonus points for being the kind of game I WOULD like...But I was honestly never really having fun with it. The arcade bonus stages exemplify my problems with how this game feels even at its best. They rip iconic levels from various Mario games as a cool reference. I get to see a level from Mario Sunshine that's endlessly fun and grounded that I love to replay even 20 years later...Ruined by floaty and aimless mechanics, and unrealized obstacles in the port to demon turf. (with a sizeable art style and music hit to boot). The level becomes so -nothing- that they put a poison effect and a pointless combat section in as a bandaid fix. Tfw the mechanics are so weak you gotta make the player spam a button every few seconds to avoid dying to random poison. Puts into perspective how unexpectedly grounded the Mario games tend to be. In Mario you feel every jump, and when you land, you feel the ground. In demon turf I feel nothing, ever. It's at its best when it's a short, focused level, and it's rarely at its best. "Its best" being barely managing to hit "it's ok" status for a brief moment.

Supposedly the DLC is a lot better. Maybe I'll try it eventually, it's quite cheap and promises to not be an exhausting marathon...But I'm really not itching for more of any of this even if it is more focused. Below average game that's bloated to the point of being unbearable. Took me a full year to put in the 16 hours needed to finish it.

make platform games great again!!!

It's an alright platformer. May pick up again in the future.

This game has an unfortunate tension in its design. Every world is a set of levels that must be completed to face a boss and clear the world. once the boss is defeated you unlock a new set of remix levels to clear in that same world. The remix levels are the best the game has to offer and the platforming really shines, but unfortunately the standard levels to get to those remix levels are much less engaging and ultimately lost my interest.

Game Highlight: The Soundtrack is excellent. Also the jumps feel pretty good.

Meh. The platforming is mid, and the visuals suck. The 2.5D aesthetic isn't doing much to help it. Getting performance dips on my Steam Deck for some reason

The platforming is serviceable, but the lack of overall visual polish severely diminished my desire to spend significant portions of time within the game. There's a handful of levels that felt like they were still partially in the grey-box stage.
For reference: Mario Galaxy had me marathoning the entire game in a single sitting. This has me taking breaks every ~3 hours.
I'll definitely return periodically to finish Demon Turf though. The actual movement is quite good imo, but few of the levels proved memorable.

i really like the artstyle in this one. its very unique and unlike anything i have really ever seen before in this genre. the gameplay is just alright though. i thin the movement is great and beebz has a lot of different moves that you can use leading to a lot of expression but unfortunately most of the levels don't really give you much of an opportunity to try them out. the checkpoint system is really cool as well but the game is never hard enough for me to worry about running out of flags. its just decent in my eyes but still definitely worth a look if you like 3d platformers

This review contains spoilers

Un plataformero 3D bastante bonito y dinámico.

Me gustó la fluidez del movimiento y la variedad de habilidades que tiene la personaje, muy similar a Super Mario 64 pero con su propio toque. Su combate es simple y quizás sea lo más flojo, pero le agrega variedad al gameplay. Los jefes son entretenidos y hacen uso de las habilidades como gimmick pero de buena forma. Además, me gustó el estilo artístico (mezcla entre 2D y 3D) y la música, los cuales le dan un estilo único al juego que se siente muy fresco.

Mi único contra es que el juego se sintió más largo de lo que debería ser, obligándote a jugar versiones alternativas de los niveles que ya jugaste, aunque quizás sea mi TOC no diagnosticado ya que sufrí mucho por la cantidad de coleccionables que tiene el juego, y no podía dejar de coleccionar cosas, lo que quizás aumentó harto mi tiempo de juego.


This game is so close to be a top tier platformer for me, but falls just short. The first half of the game relies mainly on linear platforming and that is when it is at it's best, navigating the obstacles and finding collectables feels really good, as well as a great mechanic where you can place your own checkpoints (but you only have a limited number so it is a risk reward feeling). As you go through the game you unlock different moves that bring changes to the stage design which is a fun idea, including going back to every stage to play a reworked form and find a different set of collectables. Other than times I felt the game was a little unresponsive the core platforming loop here is satisfying.

However they also added combat to this game, and boy does it suck. You are dropped into little arenas to fight enemies where you die in one hit and they can only be killed by being pushed into red spikes or pits just feels tedious and annoying. The boss fights aren't a whole lot better either sadly. The second half of the game starts adding these huge aimless type levels also, which I felt took away from the strength of the game when you are just wandering looking for where to go.

For completionists this is a game for you, i spent 10 hours in the game and easily could double that if I was going for the 100%. There is a full hub world with mini games like golfing and an arcade, and the characters/story are pretty charming. The art style is divisive but seeing it in action was a lot better than how it looks in photos in my opinion. All in all the positives definitely outweigh the negatives and I look forward to trying Color Splash because I hear that is even better.

fun game, enjoyed the movement possibilities and it was cool when I managed to pull off difficult jumps, choosing where to put your checkpoints is also a cool idea

it artificially lengthens the game by making you do almost every single level (skipping a maximum of six) a second time in order to be able to challenge the final boss, and I wish those were just optional, combat's also not good, which makes bosses very annoying (though it's not much of an issue in regular levels)

Demon Turf is a hodgepodge of great ideas and self-sabotage. The game's strong moveset and early linear levels are great, but momentum dissipates as the game leans into half-baked overly long levels and terrible combat. Top that off with an unnecessarily lengthy path to the final boss, and I can't see myself finishing this one.

The moveset is unique and fun to handle thanks to a plethora of jumps, transformations, and a deliberate pace that provides full control of Beebz, the player character. Unfortunately, the moveset best accommodates moments of linear platforming in which you try to use your many movement options to skillfully and quickly navigate a perilous, narrow path while setting your own checkpoints (another of Demon Turf's quirks -- you set your own checkpoints). It's less fun to aimlessly wander through open levels and slap around enemies in a repetitive, slippery combat system that adds nothing to the game but time. For unknown reasons, Demon Turf quickly loses interest in linear platforming, and I can't stomach any more long, open levels.

Here is the math that made me drop the game: you get a battery each time you finish a level. There are 28 levels and 28 "remixes" that, well, remix the main game's levels, but not enough to feel fresh or different. You need 50 batteries for the pleasure of facing the final boss. You nearly need to play the game twice to beat it, but I've realized I don't even want to play it once. I really wanted to like this one.

(I will, however, check out Neon Splash, which seems to provide a quick set of linear levels that should be a much better use of Beebz' moveset).

Funky, kooky, lots of bits are fun to play.