- June 17, 2022
- Lily
PAIN
Platforms
About
"PAIN is a humorous physics-based game where players catapult a hapless character up a mountain, with each fall revealing more about oddball characters and hidden secrets. Inspired by Getting Over It with Bennett Foddy and Jump King, the game features a single large map with varying fall distances and the ultimate goal of discovering what lies at the top. The journey is the destination in this unique and entertaining experience."






- The game features a cute art style and charming soundtrack that enhance the overall experience.
- Gameplay mechanics are simple and intuitive, making it easy to understand while still providing a satisfying challenge.
- The game is well-polished and offers a fair difficulty curve, rewarding players for their perseverance with a sense of accomplishment.
- The midsections of the game can be excessively punishing, leading to frustrating falls that may discourage players.
- Some mechanics, like the roll, can feel finicky and may not be worth the effort for players trying to recover from falls.
- While the game is enjoyable, it may not appeal to everyone due to its challenging nature and the potential for repeated setbacks.
gameplay
13 mentions Positive Neutral NegativeThe gameplay is praised for its fun and straightforward mechanics, particularly the speedrun element and wall-sticking feature, which contribute to an enjoyable experience. While some mechanics, like the roll, can be finicky, the overall design is considered fair and well-engineered, making the game challenging without relying on frustrating gimmicks. The charming art style and soothing soundtrack further enhance the gameplay, making it feel polished and engaging.
“Mechanically, the game is very sound; you pull in one direction and your ball flies opposite of that and sticks to walls that aren't ice.”
“The mechanics are nicely engineered, and the art style is so soothing and relaxing that it really feels like a solid and aesthetically put together game!”
“The only mechanical part that's hard to grasp is the roll, which seems to be so precise and finicky that it feels like it's not worth doing half the time unless it's to recover from a fall to the start.”
“I made it through that finally! only to be met with a brand new mechanic that I didn't quite understand at a glance, fail the jump, and end back up two sections back on the very first attempt.”
“The gameplay is simple, but with platform variants to make it more interesting.”