Reviews from

in the past


Goede game die je snel kan uitspelen. Zeker de 5 euro waard (die regelmatig wordt afgeprijsd)

My history with this game goes way back to 2014 or so when I was working at the activity center at the local YMCA. My job was to supervise kids playing video games, but they gave me a computer, and this game was available in browser, so what are you gonna do?

This is probably the game I've played the most in my life because it's just so fun, and it's super short. I proved earlier this year that I still have the muscle memory to do Veni Vidi Vici fairly flawlessly. Needless to say, this game will probably pop up again on my list when I'm feeling bored.

there will never be another vvvvvv

If you're a hot girl reading this, I got all the trinkets in one go


[Played as part of an Archipelago, played all of the content needed to finish it "legit"]

love booting this one up when im bored. wonderful soundtrack and c64 vibes

I can't tell whether the many Vs represent the ridiculous amount of spikes everywhere, or if they represent someone slamming down on a keyboard because they got frustrated

fun game tho :)

3288 Flips e 1181 mortes, sala mais difícil com 227 mortes.
Penis
trilha sonora boa pra caralho

Classic of the genre. Simple but effective, and great music too.

The most fun thing about this game is playing it over and over again to get as few deaths as possible. Music is great too.

This is just one of those games I think about a lot, fun mechanic, and good music. VVVVVV is a unique little indie game that you should play.

تقدر تحقق اي شيء اذا عملت بالأسباب

I played this game on St. Patrick's Day since the creator, Terry Cavanagh, is a fellow Irishman. I thought if I was going to play a game on the day, it should be an Irish one. I was delighted then, when VVVVVV turned out to be a really great time. I cannot claim that it represents or celebrates Irish culture in any particular way, apart from maybe our long history of high quality exports to other countries; Cavanagh is based in London now, and that is where he developed this game.

Despite the short runtime, the game's fast pace allows it to explore its core mechanic completely. The concept of VVVVVV is that instead of a standard jump, your "jump" button causes gravity to flip, causing the player to fall towards the ceiling or the floor on an alternating basis. Combined with a variety of different environmental modifiers, Cavanagh manages to deliver a truly challenging and creative platformer, without it ever becoming too frustrating or tiring. The game is all about execution, with each room having a fairly obvious route, but requiring specific and precise execution of the controls to make it to the other side. Having the game broken into these rooms, much like in Celeste, which was released some years later, allows for the pace to be maintained and for an endlessly satisfying experience for the player.

The game will not be too difficult for anyone to beat, but the inclusion of 20 optional collectibles provides extra challenge for players who want more. These challenges come in many different forms, such as especially difficult platforming sections or taking advantage of the game's systems to reach previously inaccessible areas. Each feels cleverly designed, and I felt as though the game was goading me into figuring out how to reach each one.

With that said, I only ended up getting seventeen out of twenty. This was because of a particular section towards the end of the game, where I could not stop to try and reach the collectibles I needed again and again. I would have started the whole section again, but it just so happened that the crew member located in this area was the last I needed to rescue, and once I had achieved this I was forced into completing the final section of the game. It is kind of a pity, and I would have appreciated a warning and a chance to explore the map to its fullest before I wrapped up the playthrough.

On that point, I believe that the fill-in map should not have been included in this game. It was undeniably useful, and contributed to the short runtime, but the way the rest of the game evokes retro platformers does not really fit with the map for me. Cavanagh himself said this game was a chance for him to indulge his "retro fetish", which makes me think that this addition was more concession than consideration. The general world is not that hard to explore, so removing the map and simply allowing players to wander around, accepting that they will inevitably get lost would, I believe, provide for a better sense of being lost on an alien world. It would heighten the sense of accomplishment when you finally track down each crew member, and make it more difficult to uncover secrets.

This is a small gripe, really. The main focus of the game is the platforming sections, and this setup allowed Cavanagh to have players remain focused on that while giving them the sense of one game, not one divided into a number of individual levels, selected from a menu. It is a valid compromise, and one I think I can live with.

Finally, I want to mention the art direction in this game. They are truly striking, which is not something I expected. Here Cavanagh really did indulge his "retro fetish", but not without adding some more modern elements such as animated backgrounds which, although subtle, add to the impact of the visuals. Almost every time the room changes the walls are a different colour, not only allowing the player to orient themselves, but almost jolting them awake, screaming at them to pay attention. I loved it and although I would love to see it again, it would be hard to execute outside of a creation specifically designed with it in mind, such as this one.

Overall, I would really recommend VVVVVV to anyone who wants to have a short, but extremely unique platforming experience. The game offers great gameplay and striking visuals which combine to create a comprehensive work that is definitely worth the perseverance required to complete it.