DETUNED Game Cover

https://store.steampowered.com/widget/2325040/  The festival is here. The music is everywhere, and it only gets louder as the main event approaches. Too bad it hurts you. You are tired of this. You have decided to seek a way out. However, it won’t be easy... Playable misophonia DETUNED is a bizarre game based on personal experiences with sensitivity to noise. It turns classic rhythm gamepl…

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Reviews

60%
Audience ScoreBased on 11 reviews
atmosphere1 positive mentions
grinding1 negative mentions
  • Detuned offers a unique and experimental gameplay experience that blends rhythm and roguelike elements, making it stand out from conventional games.
  • The game's art style and atmosphere are compelling, creating a surreal and unsettling environment that enhances the overall experience.
  • Despite its complexity, the game has a solid gameplay loop that can be rewarding for players who enjoy obscure and niche titles.
  • The game suffers from several bugs, including game-breaking issues that can disrupt the experience and lead to frustration.
  • The tutorial is confusing and not very helpful, making it difficult for players to understand the mechanics and objectives.
  • Difficulty can vary significantly between runs, leading to imbalances that may frustrate players trying to progress or achieve specific goals.
  • gameplay8 mentions

    The gameplay is characterized by a unique blend of mechanics that create a hectic and engaging experience, reminiscent of titles like "Five Nights at Freddy's" and "Papers, Please." While the gameplay loop is solid and evolves with new obstacles, some players feel that the mechanics do not fully integrate, and the tutorial approach detracts from the experimental nature of the game. Overall, it offers a satisfying challenge, though it may require some adjustment to fully appreciate its design.

    • “At first glance, it might seem it's more art than game, but there is definitely a solid gameplay loop here, even if not too complex.”
    • “Discordant, unsettling, and strangely satisfying, the game has a sort of hectic gameplay that's similar to something like FNAF or Papers, Please, I suppose.”
    • “A note sheet on the left of the screen shows you which areas music will play in next, and it's your job to avoid them while scanning the scenery for pearls, some obvious and some fiendishly tucked away in hard-to-see spots, with new obstacles and mechanics being introduced as you get further into a run.”
    • “I didn't really feel like any of the mechanics came together that well. The first time I beat the game, I only bought one small healing item, so even though you have all these upgrades, it didn't really matter.”
    • “I don't like how you make an experimental game and then shove a generic tutorial into it. I say either do it more organically through gameplay or don't do it at all.”
    • “I think if you're making a deconstruction game, the last thing you want to do is explain how it works. If you do, maybe do it through natural gameplay progression, not just injecting an explanation.”
  • music6 mentions

    The music in "Detuned" serves as both a central gameplay mechanic and a source of tension, with players needing to navigate through rooms to avoid "notes" that correspond to the soundtrack. While the anti-rhythm song can be grating at times, it contributes to the game's unsettling atmosphere, enhancing the intensity of the experience as players face increasingly challenging obstacles and mechanics. Overall, the procedural nature of the music adds a unique layer to the rogue-like gameplay, making each run feel distinct and engaging.

    • “A note sheet on the left of the screen shows you which areas music will play in next, and it's your job to avoid them while scanning the scenery for pearls, some obvious and some fiendishly tucked away in a hard to see spot, with new obstacles and mechanics being introduced as you get further into a run.”
    • “Yet, once it got going, the rogue-like debuffs started stacking, the notes started appearing quicker, and the procedurally generated songs became more unsettling. The game revealed itself to be a rather intense experience.”
    • “Eng: Detuned is a weird horror game where we have to move from place to place to avoid the music of the festival. Basically, the 'notes' that come correspond to places, and we receive damage if we are in the said location. In addition, we have to see if there is a pearl on the screen; if there is, we gather it with the spacebar. If we make no mistakes in this, we can make combos to get more pearls that we need to progress and buy upgrades or items in the shop every few levels.”
    • “The anti-rhythm song that follows you can be a bit grating at times, but it never reached painful earrape levels I was worried about.”
    • “Some runs make it trivial to get all the pearls you could ever need, and others batter you with so many tricky songs that it's almost impossible to collect enough pearls to pay the tax without dying.”
    • “Yet, once it got going, the rogue-like debuffs started stacking, the notes started appearing quicker and the procedurally generated songs became more unsettling; the game revealed itself to be a rather intense experience.”
  • atmosphere1 mentions

    The game's atmosphere is characterized by a thick, apprehensive tone that fosters empathy for the player character, enhanced by surrealistic paper cutout visuals and harsh sound design that contribute to an unsettling experience.

    • “The game was very effective at making me empathize with the player character, thanks to its thick, apprehensive atmosphere, fantastic surrealistic paper cutout visuals, and harsh and unpleasant sound design.”
  • graphics1 mentions

    The game's graphics are praised for their surrealistic paper cutout style, which effectively creates a thick, apprehensive atmosphere that enhances player empathy with the character. The combination of visuals and harsh sound design contributes to a compelling and immersive experience.

    • “The game was very effective at making me empathize with the player character, thanks to its thick, apprehensive atmosphere, fantastic surrealistic paper cutout visuals, and harsh and unpleasant sound design.”
  • grinding1 mentions

    Players find the grinding aspect of the game to be somewhat tedious, despite acknowledging the value for the price. While some appreciate the game's interesting elements, the repetitive nature of grinding may detract from the overall experience.

    • “I knew what I was paying for, so don't take it the wrong way. I have been following the developer for four games now, but at $8, I just thought the game was more on the tedious side, even though I got some interesting vibes from it.”
  • story1 mentions

    Reviewers express a desire for a deeper narrative experience, noting that while the existing story elements are appealing, the game lacks sufficient exploration and character interaction. They suggest incorporating more cutscenes and exploration zones to enhance the storytelling aspect.

    • “The few rare parts of the story you get in this game are what I am attracted to; maybe you could do more exploration around the hub, talk to someone, have a few more cutscenes, or an occasional exploration zone with something to find.”
    • “The narrative elements are captivating, and I wish there were more opportunities to delve deeper into the story.”
    • “The story has a unique charm that draws you in, making you want to uncover more about the characters and their backgrounds.”
    • “I feel like the game doesn't lean into the narrative enough. The few rare parts of the story that are present are what attract me, but there should be more exploration around the hub, more conversations, and additional cutscenes or exploration zones with something to discover.”
    • “The story feels underdeveloped and lacks depth. I was hoping for a more engaging narrative experience, but it often falls flat and fails to capture my interest.”
    • “While the game has potential, the storytelling is weak and disjointed. It leaves players wanting more context and connection to the characters and events.”
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