Compara los precios de Orn the tiny forest sprite en tiendas de claves de confianza y encuentra la mejor oferta. Desarrollado por FIVE12 GAMES LTD. Publicado por FIVE12 GAMES LTD. Lanzado el 24/12/2018. Disponible en PC. Géneros: Action, Adventure, Indie.

Gorgeous Okami-adjacent art wrapped around one of the most friction-heavy jump systems a platformer has inflicted on players in recent memory. Look first, leap with caution.

My first impression of Orn was genuine delight. The cell-shaded visuals carry a clear debt to classic Japanese ink-wash art, and the forest environments glow with a warmth that feels handcrafted by people who care. FIVE12 Games is a two-person studio out of England, and you can feel that personal investment the moment the game loads. The character design is charming, the colour palette is lush, and for about thirty seconds you can convince yourself you are about to play something quietly special. Then you try to jump. Orn cannot leap without a stamina meter being charged first. You charge it by button-mashing a separate input, repeatedly, before every single jump in the game. There is one stamina fruit in the entire world, collected early on, and it never replenishes naturally. Checkpoints, called Shrine Stones, are sparse and reset the meter to empty on death, meaning every failed platform crossing dumps you back into a mash-wait-attempt loop that grinds momentum to dust. The idea of resource-managed movement is not inherently wrong, but the execution here strips all flow from a genre that lives and dies on rhythm. Beyond the stamina system, the jump arc itself is floaty in a way that works against the tight gap geometry the levels demand. Mid-air control is limited enough that overshooting and undershooting feel equally likely. The three Runes you collect across the five-chapter adventure, Terra, Frost, and Darkroot, introduce genuinely interesting ideas: Terra summons earthy platforms and triggers a dash, Frost interacts with lava obstacles and allows a short warp, and Darkroot lets Orn phase through hollow barriers at the cost of a corruption timer. When these abilities click, even briefly, there is a glimpse of the layered platformer the developers were reaching for. The problem is that the rune abilities share the same unreliable feel as the core controls, and both Frost and Darkroot will kill you if held too long, adding time pressure to already shaky execution. Visually the game also works against itself in the level design. Tall foreground elements, lush grass patches and lava falls, regularly obscure the play space, hiding enemies and platforms behind decorative scenery. The art direction is trying to create depth, and in screenshots it mostly succeeds. In motion, when you cannot see the platform you are aiming for, it tips from atmospheric into genuinely obstructive. The story underneath all of this is a light good-versus-darkness fable involving a dark lord named Nalu and some Soul Stones, pleasant enough but thin, and reviewers who hoped for world-building beyond the premise found it did not expand much past the opening setup. Total playtime, deaths aside, sits around the one-hour mark, with three main stages and two shorter side areas. I want to be an advocate here, because the sincerity of this project is visible throughout. The art style alone, somewhere between Okami and a hand-illustrated storybook, deserves to exist on a better-feeling game. FIVE12 clearly poured care into the aesthetic and had real ideas about rune-based traversal. But care and ambition do not automatically translate into a satisfying play experience, and the stamina meter is a design decision that reviewers across platforms have consistently flagged as the point where goodwill evaporates. For players who treat the stamina grind as a rhythmic quirk to be mastered, there might be something here. For everyone else, the gap between what Orn looks like and what it feels like is the game's defining tension, and the visuals do not fully bridge it. Kai, Scout Team

Orn the tiny forest sprite

Orn the tiny forest sprite

24 dic 2018FIVE12 GAMES LTD
GamerScout opina

Gorgeous Okami-adjacent art wrapped around one of the most friction-heavy jump systems a platformer has inflicted on players in recent memory. Look first, leap with caution.

PC
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Mínimo histórico: €5.59

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My first impression of Orn was genuine delight. The cell-shaded visuals carry a clear debt to classic Japanese ink-wash art, and the forest environments glow with a warmth that feels handcrafted by people who care. FIVE12 Games is a two-person studio out of England, and you can feel that personal investment the moment the game loads. The character design is charming, the colour palette is lush, and for about thirty seconds you can convince yourself you are about to play something quietly special. Then you try to jump. Orn cannot leap without a stamina meter being charged first. You charge it by button-mashing a separate input, repeatedly, before every single jump in the game. There is one stamina fruit in the entire world, collected early on, and it never replenishes naturally. Checkpoints, called Shrine Stones, are sparse and reset the meter to empty on death, meaning every failed platform crossing dumps you back into a mash-wait-attempt loop that grinds momentum to dust. The idea of resource-managed movement is not inherently wrong, but the execution here strips all flow from a genre that lives and dies on rhythm. Beyond the stamina system, the jump arc itself is floaty in a way that works against the tight gap geometry the levels demand. Mid-air control is limited enough that overshooting and undershooting feel equally likely. The three Runes you collect across the five-chapter adventure, Terra, Frost, and Darkroot, introduce genuinely interesting ideas: Terra summons earthy platforms and triggers a dash, Frost interacts with lava obstacles and allows a short warp, and Darkroot lets Orn phase through hollow barriers at the cost of a corruption timer. When these abilities click, even briefly, there is a glimpse of the layered platformer the developers were reaching for. The problem is that the rune abilities share the same unreliable feel as the core controls, and both Frost and Darkroot will kill you if held too long, adding time pressure to already shaky execution. Visually the game also works against itself in the level design. Tall foreground elements, lush grass patches and lava falls, regularly obscure the play space, hiding enemies and platforms behind decorative scenery. The art direction is trying to create depth, and in screenshots it mostly succeeds. In motion, when you cannot see the platform you are aiming for, it tips from atmospheric into genuinely obstructive. The story underneath all of this is a light good-versus-darkness fable involving a dark lord named Nalu and some Soul Stones, pleasant enough but thin, and reviewers who hoped for world-building beyond the premise found it did not expand much past the opening setup. Total playtime, deaths aside, sits around the one-hour mark, with three main stages and two shorter side areas. I want to be an advocate here, because the sincerity of this project is visible throughout. The art style alone, somewhere between Okami and a hand-illustrated storybook, deserves to exist on a better-feeling game. FIVE12 clearly poured care into the aesthetic and had real ideas about rune-based traversal. But care and ambition do not automatically translate into a satisfying play experience, and the stamina meter is a design decision that reviewers across platforms have consistently flagged as the point where goodwill evaporates. For players who treat the stamina grind as a rhythmic quirk to be mastered, there might be something here. For everyone else, the gap between what Orn looks like and what it feels like is the game's defining tension, and the visuals do not fully bridge it.

Kai
Kai · Scout Team

Indie & narrative

Etiquetas

singleplayertier:indieStamina MechanicRune AbilitiesJapanese Art StyleCell ShadingShort PlaytimeForeground ObstructionTwo-Person DevCheckpoint Sparse

Requisitos del sistema

Mínimos

OS
Windows Vista or higher
Memory
8 GB RAM
DirectX
Version 10
Storage
3 GB available space
Graphics
GTX 950 equivalent or higher
Processor
2.0GHZ or better

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Información del juego

Desarrolladora
FIVE12 GAMES LTD
Distribuidora
FIVE12 GAMES LTD
Fecha de lanzamiento
24 dic 2018

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¿En qué plataformas está disponible Orn the tiny forest sprite?

Orn the tiny forest sprite está disponible en PC.

¿Cuándo se lanzó Orn the tiny forest sprite?

Orn the tiny forest sprite se lanzó el 24 de diciembre de 2018.

¿Quién desarrolló Orn the tiny forest sprite?

Orn the tiny forest sprite fue desarrollado por FIVE12 GAMES LTD.