Dustforce
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Über das Spiel
Gegründet 1792, ist das Hitbox Team derzeit der weltweit älteste lebende Organismus und überlebte Temperaturen von 151 ° C. Nun erscheint ihr preisgekröntes Spiel Dustforce endlich als Collector's Edition im deutschen Handel! Als athletische Säuberungskraft beseitigen Sie in über 50 Levels mit unterschiedlichem Schwierigkeitsgrad von eleganten Erkundungslevels bis zur intensiven Herausforderung für Hardcore-Spieler den Schmutz der Erde. Die liebevoll, farbenprächtige Grafik und die melodische Musik lassen Sie direkt ins Geschehen eintauchen, denn nur wer alles gibt und konzentriert dabei ist, kann sich im weltweiten Online-Ranking beweisen.
Zudem ist es möglich die spektakulären Wiederholungen Ihrer Kontrahenten anzusehen. Durch gute Bestzeiten und fleißiges Säubern schalten Sie neue Levels frei! Für unendlichen Spielspaß lädt der Level-Editor ein. Hier können Sie Ihre leicht zu erstellende Karte, mit Ihren Freunden oder mit dem Rest der Welt teilen. Eine umfassende Community sorgt immer für unaufhörlichen Nachschub an neuen Herausforderungen.
Dustforce ist für jedermann, denn ein ausführliches Tutorial lässt den Spieler nicht in den Dreck fallen. Die direkte und exakte Steuerung erlaubt einen grandiosen und flüssigen Spielfluss. Ob Gelegenheitsspieler oder staubfreier Hardcore-Spieler, per LAN oder lokal mit bis zu 4 Spielern an einem Bildschirm - Dustforce macht einfach jedem Spaß. Im Mehspielermodus ist es auch möglich nicht nur den guten Ninja-Hausmeister zu spielen, sondern auch den gewissenlosen Schmutzfink! In einem direkten Duell erleben Sie packende Kämpfe zwischen Gut und Böse. Das von der Fachpresse hochgelobte, atmosphärische Spiel hat bereits diverse Auszeichnungen erhalten und unter Spielern eine große Fangemeinschaft gewonnen.
Systemanforderungen
Noch haben wir keine Systemanforderungen für dieses Spiel eintragen können oder es sind noch keine bekannt.
Steam Nutzer-Reviews
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195 Std. insgesamt
Verfasst: 15.06.13 12:32
+ schöne handgezeichnete Grafik
+ liebevolle Details
+ herausragender Soundtrack
+ direkte Steuerung (Gamepad)
+ Custom Levels per Level-Editor
+ automatische Replays
Gefällt mir nicht:
- nicht all zu viel Abwechslung
- sehr hoher Schwierigkeitsgrad
- knifflige Steuerung (Tastatur)
- fehlende Handlung
Sonstiges:
~ Internet-Bestenliste
~ Replays von anderen ansehen (Freunde, Bestenliste)
Wertung:
7 von 10 Punkten (Gut)
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254 Std. insgesamt
Verfasst: 15.02.22 06:17
Dustforce is a game with amazing visuals and an equally amazing soundtrack. As much as I love it, it genuinely is not for everyone -- while I'm something of a perfectionist myself, the idea of needing to perfect every level to 100% the game may be unappealing to some. But I definitely recommend it nonetheless. Fastfall provides a host of chill songs, and it's a good game to go to if you want to kill time -- or even chill out, should you replay its easier levels.
Even if you're not a perfectionist, it's a speedrunner's paradise. While some regard its movement as clunky, or its controls unintuitive (again, I first played on consoles and I strongly recommend a controller), with proper skill and practice one can blaze through levels at insane speeds -- which, while not rewarding you with anything in-game (the score ranking systems are based on maintaining a combo and collection/defeating enemies), will cement you bragging rights on the local (Friends list) and global leaderboards.
Most importantly, it's an indie game that needs some love. With a bigger scene of runners, Dustforce could have been so much more, and the devs have basically been radio silence for a few years. Buying this game, and maybe a copy for a friend, could be the support they need.
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70 Std. insgesamt
Verfasst: 30.01.22 17:51
But something is wrong with the controls. It started to creep up slowly but became very apparent in the later levels. They are absurdly floaty. At first it seems to fit the flowing nature of the game, but when you are asked to chain together long jump sequences and land on small platforms in the later levels frustration skyrockets. It feels more like you have to memorize the levels rather than improving your general skillset because fine tuned air controls doesn't work very well.
I really enjoyed the game initially, you can do some really cool things. Sadly the controls ruined the later levels for me.
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1196 Std. insgesamt
Verfasst: 25.07.21 21:01
ADVICE: Please, PLEASE change your refresh rate to 60 hz before playing. Inputs get dropped on higher refresh rates. This is probably why some people dislike the controls so much. Use something like 12noon Display Changer to switch refresh rates on the fly.
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914 Std. insgesamt
Verfasst: 26.06.21 19:00
Got the achievement in 15h so there's a decent amount of content here and I haven't even played all of the levels in the last area yet.
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8319 Std. insgesamt
Verfasst: 06.05.21 12:21
I love this game and recommend everyone to test it out!
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2009 Std. insgesamt
Verfasst: 06.05.21 06:41
fast forward to 3 days ago. thought i'd give it another shot, and everything fucking clicked. I understood the movement system.
THIS. GAME. FEELS. AMAZING.
as of now, i've put in 20 hours in 3 fucking days. i literally just wake up and play this game. I am about 5 levels off of getting the only achievement for this game. this is one of my favourite platformers.
shoutout to the amazing discord community.
**EDIT - i am now apart of the 0.4%. fuck giga walls.
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42 Std. insgesamt
Verfasst: 14.04.21 16:08
The game is a native 64-bit Linux OpenGL app, using haxe / SDL toolkit. It also has 32-bit version for older computers. 64-bit one is a default on my computer. There is no resolution settings, or monitor selection, it just launches in fullscreen on primary display. Read README.linux how to run it on different monitor. Sad it is not in options.
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247113 Std. insgesamt
Verfasst: 01.04.21 14:05
- This game sounds cool
- This game has a very cool skill ceiling
- This game's community is cool
- This game's replay system + ingame leaderboards are cool
Some things about the game can be a little hard to grasp and the tutorial levels really don't do the mechanics justice, at which point you'll probably be hanging out largely for the music...
However, once you watch a couple of world record replays, and you start to get to grips with the game it's an endlessly rewarding goldmine of skills + mechanics to master. If you're streaming the game or hanging out in the community discord many of us will happily help you on your way to true mastery.
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3968 Std. insgesamt
Verfasst: 26.01.21 19:15
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7208 Std. insgesamt
Verfasst: 27.11.20 04:38
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15 Std. insgesamt
Verfasst: 27.05.20 18:51
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9 Std. insgesamt
Verfasst: 26.05.20 21:05
Look up MicroPlatformer on Steam. Made by one guy. Minimalistic platformer that beats this game in every way!
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2189 Std. insgesamt
Verfasst: 16.05.20 11:20
Il n'est clairement pas fait pour moi. J'ai tendance à préférer les jeux simples à prendre en main mais difficiles à maîtriser, alors qu'ici c'est l'inverse.
On y incarne un balayeur qui doit nettoyer des débris de plateforme en plateforme. Il y a beaucoup de subtilités à maîtriser, beaucoup trop même.
Le jeu nous encourage grandement à tout nettoyer et à ne pas briser le combo si on veut obtenir un bon score et une place au classement.
Le problème est que je n'ai vraiment pas trouvé ça amusant. Alors que dans Super Meat Boy le but est assez simple puisqu'il suffit d'atteindre la fin du niveau en vie, ici il y a trop de complexité. Devoir maintenir le combo et systématiquement tout nettoyer est très pénible et ruine le plaisir, mais d'un autre côté finir simplement un niveau n'est pas intéressant non plus.
Le personnage est très spécial à contrôler avec une inertie particulière que je n'ai pas apprécié et je n'ai pas ressenti les sensations grisantes que j'éprouve dans d'autres jeux de plateforme nerveux.
Et pourtant, je suis content que Dustforce existe, parce que c'est un jeu de niche qui a son public. J'aime beaucoup aussi le fait qu'on puisse voir le replay d'autres joueurs au classement.
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25 Std. insgesamt
Verfasst: 14.05.20 17:20
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6557 Std. insgesamt
Verfasst: 23.12.19 09:31
Below is my history with the game and how I came to know it as my personal favorite platformer of all time and a contender for being my favorite game ever.
At first, I didn't really like Dustforce. I found a lot of the gameplay to be a little too difficult, even in the early levels of the game. It felt like the game didn't want me to play, like it wanted to keep me out. But me being who I am, was stubborn, and wanted at least the 100% completion on Steam. So I grinded and grinded and grinded. Through all of the levels that technically meant almost nothing to the only achievement in the game. The S+ Achievement, which is given to you on completion of a SS run of Giga Difficult, one of the levels in the game that is so far in, that it keeps anyone who doesn't have the true mentality to push, to improve, to keep playing, from ever reaching it.
Even before reaching the Difficults, I struggled hard. With levels like Hideout, Night Temple, Observatory, or Core Temple, I would spend hours upon hours trying my absolute hardest to beat what I thought was already an impossible task, an incredibly difficult level, an overwhelmingly hard and oppressive SS rank. For to access the Difficults, you must get a SS rank on every level prior, setting a true bar of entry to them.
After countless hours of grind to SS all the levels, I finally did do it. I reached the Difficults. What awaited me was 8 of the toughest levels the game could throw at me. Now, you only need to SS Giga for the achievement, and at first that was all I wanted. But as I kept going, I started to want more and more. It took around 3-4 hours of straight strat finding and grind to get SS on Giga. And boy, it was not easy. By the time I had reached Giga, I already had nearly 34 hours in the game. By that point I had already (or so I thought) mastered the mechanics of the game and its characters. What I didnt know, was that I was only scratching the surface as I didn't truly have them down or understood.
After I finished Giga, I had enough playtime and enough practice to have the balls to try and do all the rest of the Difficults, or so I thought. I was able to SS most of them, Kilo, Giga of course, Tera, Peta, and Exa. But one single level, not only broke me, taught me that I didn't understand the game like I thought I did, and made me drop it entirely, saying I would never ever come back because of how much I hated the game. That level was Mega Difficult.
Mega Difficult is simple really, being technically the second Difficult level of the set, it shouldn't have been as bad as it was, but oh boy. The level centers a lot around ceiling running and midair attacks while dealing with Hit-rise, which is a somewhat complicated idea to newcomers and something I wont explain here. I thought that my experience's with other levels that I would have the capabilities to complete Mega SS, but I was so wrong. Almost every section I was terrible, and could never do perfectly the first time, or even the 50th.
After nearly 7-8 hours of grinding Mega Difficult, I gave up, and I dropped the game, stating that I would never come back because I hated the game. But, as the months went on, I found myself wondering whether or not I should go back to the game. One 100% gave me the courage to dive back in for a second try and really work on the game, that hundo was Celeste. I had gotten all the Golden Berries in Celeste up until the new Chapter 9 released. And after that, I felt like I could finally tackle the difficulty that Dustforce had.
And after coming back, I made it my mission to stay calm, have fun, and just work on truly understanding what I was doing wrong. I watched replays of better players, played some custom levels, worked on my IL times in other levels, and improved my skill with the game. By the time I felt comfortable going back and grinding Mega Difficult again, I had felt like a new man. A better, improved, and more analytical man. In in only an hour or two, I had gotten the SS on Mega Difficult.
After SSing Mega, only two levels remained. Zetta and the notorious Yotta. My end goal became to SS Yotta. And it took nearly 18 hours of simultaneous grind and practice to finally conquer the beast that it was. But while I was grinding Mega, Zetta, and Yotta. I realized something. My struggle with Dustforce was because I was too focused on getting everything done as fast as I could, whether that be 100% or All SSes. Eventually, working on just playing the game to improve and enjoying my time with it made me not only a better player, but appreciate the design of every single part of Dustforce.
I realized that the artwork and the animations moved so fluidly with such grace yet so simplistic with such a charm. I realized that the music was beautiful and kept me calm and motivated all while sounding amazing too. I found true satisfaction within the gameplay that I used to despise. The gameplay is wonderfully crafted, having almost perfect mechanics that make other platformers only wish they could be as good as Dustforce. And of course, a game with difficulty like no other, that truly taught me to persevere and keep going to accomplish my goals.
And thus, Dustforce, a game that I bought with almost no preconceptions and for only $10, became one of the absolute best I have ever played. Setting itself as a standard for any indie game I will ever play, a standard for how good a platformer can ever be, and as a standard, of how I can go from hating a game with every fiber of my being, to knowing it as one of the best there ever was. Thank you Dustforce, for bringing me pure joy, pure excitement, pure sadness, and pure rage. For all the emotions you have brought me, and all the time you took away from me, you have me fall in love with you.
Thank You. I wouldn't have it any other way.
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7092 Std. insgesamt
Verfasst: 30.10.19 10:19
PS. I unlocked the 1 achievement, but it took me longer than what is shown on Steam (116 hours). It has a steep difficulty curve, especially when trying for SS on each level...
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828 Std. insgesamt
Verfasst: 17.09.19 03:50
At least aesthetically Dustforce excels without relying on minimalism or pixels, and there's something to be said for that. The cool, frosty soundtrack and the fresh imagery of sweeping up dead leaves off apartment rooftops at dusk... honestly, it feels good man. Quiet city vibes. Not a lot of games do it right.
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Release:08.11.2012
Genre:
Jump&Run
Entwickler:
Hitbox Team
Vertrieb:
Headup Games
Engine:keine Infos
Kopierschutz:keine Infos
Franchise:keine Infos
Einzelspieler
Mehrspieler
Koop