Compara los precios de Kalimba en tiendas de claves de confianza y encuentra la mejor oferta. Desarrollado por Press Play. Publicado por Xbox Game Studios. Lanzado el 22/4/2015. Disponible en PC, Xbox. Géneros: Action, Casual. Puntuación Metacritic: 81/100.

Controlling two totem pieces with one analog stick sounds cute until the game starts hurling color-coded barriers, gravity flips, and spirit cannons at you simultaneously. Tighter than it looks, meaner than it admits.

I went in expecting a breezy Xbox indie filler and got a puzzle-platformer that had me audibly swearing at my own thumbs. The core hook is deceptively simple: you pilot two totem characters at once using a single analog stick, and both move in tandem with every input. What sounds manageable for about thirty seconds becomes genuinely taxing the moment the game starts splitting your screen space, introducing color-coded barriers that only the matching totem can pass through, and then throwing gravity inversion on top of that. Press Play layers these mechanics fast, rarely letting a single idea sit for longer than a stage before the next wrinkle arrives. The moment-to-moment feel is tight. Controls are responsive and the 60fps target holds, which matters here because a lot of the challenge is pure twitch timing rather than puzzle logic. Stacking your two totems to chain double and quadruple jumps, swapping their vertical positions mid-air to squeeze through narrow color gates, or using "spirit cannons" to blast one totem across a gap while keeping the other alive on a shrinking platform - these mechanics interact cleanly and the game communicates them without drowning you in tutorials. Hoebear, your sardonic bear guide, gives you the barest minimum of explanation and then leaves you to it, which is the right call. The eureka moments when a section finally clicks land harder because of it. Checkpointing is mostly fair, though a few placements will make you grind your teeth. Replay structure is worth knowing before you buy. Each of the main levels hides up to 70 collectibles, and your death count directly degrades the quality of the totem piece you restore at the end - gold totem for a clean run, a sad block of wood if you died forty times. That scoring loop gives completionists a real reason to replay. Bonus challenge rooms scattered through the levels function like hidden expert stages, closer in spirit to Super Meat Boy's dark worlds than anything casual. A free post-launch update added Llama Mode, a local speed-run mode for up to six players taking turns, and Puma Mode, which lets you race asynchronously against ghost data from other players across 30 additional levels. That's a solid content stack for the base price. The co-op campaign is a separate set of levels, not a reskin of singleplayer, which is the right design decision. Each player manages a pair of stacked totems in their own color, and some of the later stages demand four totem pieces coordinated across the same screen simultaneously. This will either be the funniest evening you've had on a couch this year or a genuine test of whoever you brought with you. A Steam reviewer puts it plainly: the con column contains only "you will scream at your friends." The co-op content is relatively short - the base campaign plus the Co-Optimistic DLC can be cleared in a few hours - so if couch co-op is your only reason to buy, temper expectations on runtime. Solo, the game is longer and the satisfaction curve is more consistent. Where Kalimba shows its age is difficulty pacing. The early sections are almost too gentle, and some mid-game spikes feel arbitrary rather than designed. The art direction is vibrant in motion - the trixel particle style (everything built from triangles) pops when hazards are flying - but in static screenshots it reads as generic. The soundtrack is competent, not memorable. These are minor gripes against a game that earns its 81 on Metacritic and its 90% positive Steam rating. For anyone who wants a precision platformer that respects your time while still punishing your errors, this is a sharper package than most of what fills that genre shelf. Fred, Scout Team

Kalimba

Kalimba

22 abr 2015Press PlayXbox Game Studios
GamerScout opina

Controlling two totem pieces with one analog stick sounds cute until the game starts hurling color-coded barriers, gravity flips, and spirit cannons at you simultaneously. Tighter than it looks, meaner than it admits.

PCXbox
Steam Deck VerifiedProtonDB Platinum
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I went in expecting a breezy Xbox indie filler and got a puzzle-platformer that had me audibly swearing at my own thumbs. The core hook is deceptively simple: you pilot two totem characters at once using a single analog stick, and both move in tandem with every input. What sounds manageable for about thirty seconds becomes genuinely taxing the moment the game starts splitting your screen space, introducing color-coded barriers that only the matching totem can pass through, and then throwing gravity inversion on top of that. Press Play layers these mechanics fast, rarely letting a single idea sit for longer than a stage before the next wrinkle arrives. The moment-to-moment feel is tight. Controls are responsive and the 60fps target holds, which matters here because a lot of the challenge is pure twitch timing rather than puzzle logic. Stacking your two totems to chain double and quadruple jumps, swapping their vertical positions mid-air to squeeze through narrow color gates, or using "spirit cannons" to blast one totem across a gap while keeping the other alive on a shrinking platform - these mechanics interact cleanly and the game communicates them without drowning you in tutorials. Hoebear, your sardonic bear guide, gives you the barest minimum of explanation and then leaves you to it, which is the right call. The eureka moments when a section finally clicks land harder because of it. Checkpointing is mostly fair, though a few placements will make you grind your teeth. Replay structure is worth knowing before you buy. Each of the main levels hides up to 70 collectibles, and your death count directly degrades the quality of the totem piece you restore at the end - gold totem for a clean run, a sad block of wood if you died forty times. That scoring loop gives completionists a real reason to replay. Bonus challenge rooms scattered through the levels function like hidden expert stages, closer in spirit to Super Meat Boy's dark worlds than anything casual. A free post-launch update added Llama Mode, a local speed-run mode for up to six players taking turns, and Puma Mode, which lets you race asynchronously against ghost data from other players across 30 additional levels. That's a solid content stack for the base price. The co-op campaign is a separate set of levels, not a reskin of singleplayer, which is the right design decision. Each player manages a pair of stacked totems in their own color, and some of the later stages demand four totem pieces coordinated across the same screen simultaneously. This will either be the funniest evening you've had on a couch this year or a genuine test of whoever you brought with you. A Steam reviewer puts it plainly: the con column contains only "you will scream at your friends." The co-op content is relatively short - the base campaign plus the Co-Optimistic DLC can be cleared in a few hours - so if couch co-op is your only reason to buy, temper expectations on runtime. Solo, the game is longer and the satisfaction curve is more consistent. Where Kalimba shows its age is difficulty pacing. The early sections are almost too gentle, and some mid-game spikes feel arbitrary rather than designed. The art direction is vibrant in motion - the trixel particle style (everything built from triangles) pops when hazards are flying - but in static screenshots it reads as generic. The soundtrack is competent, not memorable. These are minor gripes against a game that earns its 81 on Metacritic and its 90% positive Steam rating. For anyone who wants a precision platformer that respects your time while still punishing your errors, this is a sharper package than most of what fills that genre shelf.

Fred
Fred · Scout Team

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Etiquetas

singleplayermultiplayerlocal-coopachievementscontroller-supportcloud-savestier:aaaTwitch PlatformerDual-Character ControlCouch Co-opScore AttackColor-Coded PuzzlesGhost RacingLocal MultiplayerPrecision Platformer

Requisitos del sistema

Mínimos

OS
Windows 7 or newer
Memory
4 GB RAM
DirectX
Version 11
Storage
2 GB available space
Graphics
Intel HD5100 (Iris) / GeForce GT630 or better
Processor
2 GHZ, dual core

Recomendados

OS
Windows 7 or newer
Memory
4 GB RAM
DirectX
Version 11
Storage
2 GB available space
Graphics
GeForce GT 640 / Radeon HD7750 or better
Processor
2 GHZ, dual core

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Reseñas y valoraciones

Metacritic
81

Información del juego

Desarrolladora
Press Play
Distribuidora
Xbox Game Studios
Fecha de lanzamiento
22 abr 2015

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¿En qué plataformas está disponible Kalimba?

Kalimba está disponible en PC, Xbox.

¿Cuándo se lanzó Kalimba?

Kalimba se lanzó el 22 de abril de 2015.

¿Quién desarrolló Kalimba?

Kalimba fue desarrollado por Press Play y publicado por Xbox Game Studios.

¿Merece la pena comprar Kalimba?

Kalimba tiene una puntuación Metacritic de 81/100, lo que lo convierte en uno de los títulos destacados de Action. Mira las reseñas completas, las valoraciones y los tiempos de duración en esta página para decidir.