Compara los precios de GTTOD: Get To The Orange Door en tiendas de claves de confianza y encuentra la mejor oferta. Desarrollado por Andrew Smith. Publicado por Hitcents. Lanzado el 30/5/2019. Disponible en PC. Géneros: Action, Single Player, Indie, Adventure.

A neon-soaked, synth-drenched parkour FPS roguelite built by one person, where wall-running and momentum-chaining feel genuinely great - even if the rest of the package is still catching up.

GTTOD is a first-person parkour shooter with roguelite bones, set inside an 80s-inspired retrofuturist dimension that looks like someone fed Titanfall 2 and a neon sign factory into the same blender. The core loop is simple: reach the orange door at the end of each procedurally arranged level, survive the enemy swarm that triggers when you get there, collect what you can, and loop again. Runs shift destinations and routes, so no two playthroughs are identical - at least structurally. The movement is the reason to be here, full stop. Wall-running, double and triple jumps, dashing, sliding, and blast-jumping are all chained together in a way that rewards keeping aerial momentum rather than ever touching the ground. It clicks like few parkour systems do. Community voices consistently call it some of the best movement gameplay in recent indie FPS memory, and they are not exaggerating. Aerial speed is high, ground speed is punishing - the game is quietly teaching you physics the whole time. The synth-wave soundtrack pulses underneath all of it with a lively electronic energy that never tips into exhausting; it genuinely makes you move faster just by existing. The combat layer is where things get more complicated. There are 43 different guns across the roster, plus a growing selection of melee weapons, and a Grab-A-Gun slot machine that randomizes what you can purchase mid-run. Weapons can be upgraded through the Build A Bang Engine system, stacking power across a run. Enemy variety ranges from basic Drudges to energy-shielded Raptors and armored Mammoths, while enemy scaling ties difficulty to how many enemies you choose to defeat rather than a simple timer - meaning you can skip optional fights to keep the threat level manageable, which adds a quiet strategic layer to each stage. Permanent progression comes through Jade Vine upgrades and Leyline Offerings, giving runs a gentle meta-structure. Curses and blessings layer on run modifiers that keep things interesting or abruptly end them. The honest tension with GTTOD is its Early Access status, which has stretched across years. Community sentiment breaks into two camps: people who love what is already here and play it on repeat, and people who find the run variety dries up faster than the movement deserves. The roguelite scaffolding - the variety of blessings, curses, and upgrade paths - can feel thin once the movement stops being novel enough to carry each run solo. The developer, Andrew Smith, is a single person who has been openly communicative through Discord and update notes, and the game has grown substantially, but some players note the wait between major updates is real. Two of the three planned Acts are now complete as of the most recent major update. For the right player - someone who just wants to feel like a neon god skimming walls at ludicrous speed to a soundtrack that sounds like a forgotten John Carpenter B-side - GTTOD delivers something genuinely handcrafted and alive. It is rough in the places that polish usually lives, but the core of it hums with the kind of conviction you only get from a solo developer who built the thing they wanted to play. If you can meet it where it is, rather than where it might eventually be, there is a real and specific joy here. Kai, Scout Team

GTTOD: Get To The Orange Door

GTTOD: Get To The Orange Door

30 may 2019Andrew SmithHitcents
GamerScout opina

A neon-soaked, synth-drenched parkour FPS roguelite built by one person, where wall-running and momentum-chaining feel genuinely great - even if the rest of the package is still catching up.

PC
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Mínimo histórico: €11.24

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GTTOD is a first-person parkour shooter with roguelite bones, set inside an 80s-inspired retrofuturist dimension that looks like someone fed Titanfall 2 and a neon sign factory into the same blender. The core loop is simple: reach the orange door at the end of each procedurally arranged level, survive the enemy swarm that triggers when you get there, collect what you can, and loop again. Runs shift destinations and routes, so no two playthroughs are identical - at least structurally. The movement is the reason to be here, full stop. Wall-running, double and triple jumps, dashing, sliding, and blast-jumping are all chained together in a way that rewards keeping aerial momentum rather than ever touching the ground. It clicks like few parkour systems do. Community voices consistently call it some of the best movement gameplay in recent indie FPS memory, and they are not exaggerating. Aerial speed is high, ground speed is punishing - the game is quietly teaching you physics the whole time. The synth-wave soundtrack pulses underneath all of it with a lively electronic energy that never tips into exhausting; it genuinely makes you move faster just by existing. The combat layer is where things get more complicated. There are 43 different guns across the roster, plus a growing selection of melee weapons, and a Grab-A-Gun slot machine that randomizes what you can purchase mid-run. Weapons can be upgraded through the Build A Bang Engine system, stacking power across a run. Enemy variety ranges from basic Drudges to energy-shielded Raptors and armored Mammoths, while enemy scaling ties difficulty to how many enemies you choose to defeat rather than a simple timer - meaning you can skip optional fights to keep the threat level manageable, which adds a quiet strategic layer to each stage. Permanent progression comes through Jade Vine upgrades and Leyline Offerings, giving runs a gentle meta-structure. Curses and blessings layer on run modifiers that keep things interesting or abruptly end them. The honest tension with GTTOD is its Early Access status, which has stretched across years. Community sentiment breaks into two camps: people who love what is already here and play it on repeat, and people who find the run variety dries up faster than the movement deserves. The roguelite scaffolding - the variety of blessings, curses, and upgrade paths - can feel thin once the movement stops being novel enough to carry each run solo. The developer, Andrew Smith, is a single person who has been openly communicative through Discord and update notes, and the game has grown substantially, but some players note the wait between major updates is real. Two of the three planned Acts are now complete as of the most recent major update. For the right player - someone who just wants to feel like a neon god skimming walls at ludicrous speed to a soundtrack that sounds like a forgotten John Carpenter B-side - GTTOD delivers something genuinely handcrafted and alive. It is rough in the places that polish usually lives, but the core of it hums with the kind of conviction you only get from a solo developer who built the thing they wanted to play. If you can meet it where it is, rather than where it might eventually be, there is a real and specific joy here.

Kai
Kai · Scout Team

Indie & narrative

Etiquetas

steamParkour-FPSMomentum-Based MovementNeon AestheticSynth-Wave SoundtrackRun Modifier SystemBuild A Bang EngineEnemy ScalingSolo DeveloperLooping Runs

Requisitos del sistema

Mínimos

Memory
4 GB RAM
DirectX
9.0
Storage
2 GB
Processor
7th Gen Intel i5
System requirements
Windows 7

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Información del juego

Desarrolladora
Andrew Smith
Distribuidora
Hitcents
Fecha de lanzamiento
30 may 2019

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¿En qué plataformas está disponible GTTOD: Get To The Orange Door?

GTTOD: Get To The Orange Door está disponible en PC.

¿Cuándo se lanzó GTTOD: Get To The Orange Door?

GTTOD: Get To The Orange Door se lanzó el 30 de mayo de 2019.

¿Quién desarrolló GTTOD: Get To The Orange Door?

GTTOD: Get To The Orange Door fue desarrollado por Andrew Smith y publicado por Hitcents.