
Liveza: Death of the Earth
Roughly an hour of post-apocalyptic side-scrolling atmosphere held back by thin mechanics and unrebindable controls - compelling only if the price sits at rock bottom.
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My honest reaction after finishing Liveza: Death of the Earth was something close to wistfulness - wistfulness for what a slightly bolder solo developer could have made with this exact premise. You're a lone survivor picking through the shattered fragments of Earth, armed with a broken weapon that doubles as a flashlight, and for the first few minutes that setup genuinely lands. The dark, distorted visuals conjure a mood that bigger post-apocalyptic games rarely bother with: quiet, oppressive, almost geological in its stillness. The loop is classic side-scrolling platformer: move through small levels, hunt down keys to unlock the exit barrier, shoot circular enemy shapes that home in on you, collect power-ups that let you double-jump or slow time briefly. There are also items that reveal hidden objects otherwise invisible to the naked eye - a neat little design touch that hints at something stranger underneath. The trouble is that none of these systems are developed far enough to sustain interest. Power-ups like the double-jump are timed rather than permanent, so you lose them when the timer runs out. Worse, your weapon resets to broken-and-useless at the start of every stage, forcing you to hunt down a weapon pick-up before enemies even show up - a loop that feels circular rather than intentional. The health bar is generous enough that tension rarely builds, and the enemy AI runs on a single script: chase, get shot, repeat. The atmosphere is the genuine bright spot here. Visually spare in a way that reads as deliberate rather than unfinished, the levels use darkness and distortion to suggest a world that no longer quite makes physical sense. The audio follows the same economy: one ambient track for exploration, a harder-edged piece that kicks in when your weapon is active. It is minimal, yes, but the shift between the two has a quiet elegance that I appreciated. Scattered documents add fragments of lore, and toward the final stages a vague sense of mystery accumulates - though it never resolves into anything with real weight. The narrative stays a sketch. The practical problems are harder to defend. Keyboard controls cannot be rebound. No tutorial exists beyond a single control screen. A second mode described as Superhot-style adjusts projectile speed based on player movement, but in practice it does not change the feel of play enough to justify a replay of an already short experience. The whole game runs just over an hour from first boot to credits. Steam's mixed reception - around two-thirds positive across a very small review pool - and at least some community skepticism about the authenticity of those reviews means you are going in without a reliable safety net. I will defend slow, short, atmospheric games all day. But Liveza asks you to forgive too many friction points - locked controls, reset weapons, toothless enemies - in exchange for a mood that is real but thin. If you are the kind of player who finds value in a single hour of lo-fi post-apocalyptic wandering and you catch this at the lowest possible price, there is something here worth experiencing once. Everyone else should probably look elsewhere first.

Indie & narrative
Etiquetas
Requisitos del sistema
Mínimos
- OS
- Windows 7+
- Memory
- 2 GB RAM
- Storage
- 150 MB available space
- Graphics
- Hardware Accelerated Graphics with dedicated memory
- Processor
- 2 Ghz Dual Core CPU
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Información del juego
- Desarrolladora
- Nikita Nefedov
- Distribuidora
- Sometimes You
- Fecha de lanzamiento
- 3 may 2016
