Info about Reventure:

Official game description:
An adventure with 100 different endings
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You are a wannabe hero who is supposed to do hero-ish things but sometimes blows that off and does crazy stuff instead.
Features:
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*   **One hundred different endings**  
    Choose your path, every decision leads to a new ending.  
    Will you find the real one? Is there such a thing?  
    Only one way to know...  
*   **Lots of "Aha!" moments**  
    The world doesn't change with each new game, you do.  
    Well, actually it DOES change, but that's a secret for you to find out.  
*   **A big bunch of unlockable stuff**  
    New playable characters, hints, costumes, visual effects and more!  
*   **Bazillions of secrets and pop-culture references**  
    They are, you know, secrets. So we won't spoil them here ;)  
*   **Magic**  
    Even a simple-looking-yet-amazing game like this takes a lot of time and big piles of money to make, but you can get it for only a few bucks.  
    How's that for magic?  
*   **Time travel, battle royale fights, mimics, permadeath, shotguns, mining, resource gathering, base building, global leaderboards, farming...**  
    Ok, we may have had exaggerated on that one...  
    OR HAVE WE???  
*   **Humor**  
    Yup, there's that too.  
    Available in many flavours.  
*   **A beautiful OST**  
    Beautifully crafted by Dani Parejo.
Here's how to play Reventure in 8 easy steps:
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*   Step 1: Adventure calls... Wake up, hero!  
*   Step 2: Meet your mentor and gear up for glory...  
*   Step 3: Then... Embark on your quest!  
*   Step 4: Ok, don't embark...  
*   Step 5: Face the consequences...  
*   Step 6: Rise again...  
*   Step 7: Fix your past mistakes...  
*   Step 8: And become a legend!  
_Disclaimer: this is just an orientative guide, you probably won't become a legend on your second attempt._  
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Release date: 4 Jun, 2019

Categories: Multiple Endings, 2D Platformer, Exploration, Puzzle Solving, Roguelike, Meta-Progression, Single-player Story


- Hardware Profile: No data
Feature extractions:
- Community Price: No data
- Playtime Metrics: No data
- Time-to-fun: No data
- Player Archetypes: No data


Below are summaries of things people say about the game per category.
Each point is assigned a weight that represents how often it is mentioned across all reviews.
What players like:
- Excellent Value & Enjoyment (weight 1): Players overwhelmingly praise the game for its exceptional value, offering extensive content and replayability for a very low price. Many found it highly enjoyable and addictive, often exceeding expectations for an indie title.
- Innovative Multiple Endings (weight 0.64): The game's core mechanic of having 100+ unique endings is a major highlight. Players found discovering these endings, especially the later ones, to be highly creative, surprising, and rewarding, often leading to humorous outcomes.
- Strong Humor & Satire (weight 0.45): The game's humor, including its witty dialogue, absurd scenarios, and numerous pop culture references and memes, is consistently praised. Players found it genuinely funny and a significant part of the game's charm and appeal.
- Charming Retro Aesthetics (weight 0.31): Reviewers appreciate the game's charming pixel art style, which is simple yet effective and often evokes nostalgia for classic retro games. The accompanying soundtrack is also noted for being pleasant, fitting, and enhancing the overall atmosphere.
- Engaging Exploration & Mechanics (weight 0.28): The game's design encourages extensive exploration and experimentation, rewarding players for trying unconventional actions and discovering hidden paths. The clever item mechanics and evolving world keep the gameplay fresh and engaging.
- Accessible Completion & Secrets (weight 0.16): The game is accessible and offers a moderate difficulty, making it suitable for completionists. Players found the in-game hint system helpful for finding secrets and achievements, which are numerous and generally straightforward to obtain.
- Unique & Charming Indie Game (weight 0.06): Reventure is consistently described as a unique, charming, and surprisingly deep indie game. It stands out for its blend of simplicity, humor, and creativity, offering an unusual and memorable adventure.

Common complaints:
- Excessive Repetition and Tedium (weight 0.76): Players frequently report that the game becomes highly repetitive and tedious, especially when attempting to discover a large number of endings or achieve full completion. This leads to boredom and a feeling of grind, diminishing the initial enjoyment.
- Challenging Completion & Unclear Hints (weight 0.24): Many players find the process of achieving all endings and achievements, particularly the later ones and the 101st, to be overly difficult, frustrating, and often requiring external guides. The in-game hints are frequently deemed unhelpful, contributing to a sense of aimless trial-and-error.
- Frustrating Save & Checkpoint System (weight 0.1): The game's lack of a mid-run save feature and an ineffective checkpoint system, combined with punitive mechanics that force restarts and item re-collection after every ending or mistake, significantly contribute to player frustration and a sense of wasted time.
- Unappealing Pixel Graphics (weight 0.08): The minimalist and pixelated graphics are a point of contention for some players, who find them unappealing, unclear, or detrimental to immersion. This visual style can be a barrier for initial engagement.
- Unexpected Dark Content (weight 0.03): The game contains unexpected violence, gore, and dark humor, including death screams and blood, which may not be suitable for all audiences. While pixelated, these elements can still be off-putting to some players.
- Unsatisfying or Stressful Endings (weight 0.03): Some endings are criticized for being overly stressful, frustrating, or finicky to achieve, with many not feeling substantial enough to be considered a unique 'ending.' This dilutes the value of the large number of endings.
- Poor Translation Quality (weight 0.02): There are reports of poor translation quality, particularly in Japanese, with untranslated text and machine-translated errors appearing frequently, especially towards the end of the game.

Gameplay feedback:
- Numerous Endings & Death Mechanics (weight 0.6): The core gameplay revolves around discovering a vast number of unique endings, typically 100 or 101, which often involve dying in various humorous and unexpected ways. Each ending offers a mini-story and contributes to game progression, with some being easy to find and others requiring more effort or hints.
- Puzzle-Oriented Trial & Error (weight 0.17): The game features significant puzzle elements, requiring players to use creativity, trial and error, and strategic thinking to uncover all endings. While some endings are straightforward, others demand patience and can lead to a 'grind' for 100% completion, which can take 5-18 hours.
- 2D Platformer Adventure Gameplay (weight 0.13): The game is primarily a 2D platformer and adventure game with an open-world feel, featuring simple controls. It incorporates elements of roguelike and Metroidvania genres, though progression is more about experience and discovery than traditional ability unlocks.
- Item Weight Affects Mobility (weight 0.11): A key gameplay mechanic is the 'weight' system, where collecting more items reduces the character's jump height. This forces players to strategically choose which items to carry, as mobility is directly impacted, influencing accessible routes and puzzle solutions.
- Subverted Princess Rescue Plot (weight 0.08): The game begins with a classic RPG premise of saving the princess, but quickly subverts this expectation. The true objective becomes exploring the world and discovering diverse endings, often involving the protagonist 'Tim' (or other randomly named characters) in unexpected scenarios.
- Dynamic Character Changes (weight 0.04): A unique feature is the dynamic character system, where the protagonist's name, appearance, gender, or even species can change based on previous actions and achieved endings, adding variety to each new run.
- Comedic & Unconventional Scenarios (weight 0.04): The game is noted for its comedic tone and unexpected scenarios, often breaking traditional platformer conventions. It encourages players to experiment with unusual actions, leading to humorous and surprising outcomes.
- Unlockable Shortcuts Reduce Repetition (weight 0.03): To mitigate repetition inherent in the looping gameplay, the game provides unlockable shortcuts. These shortcuts help reduce travel time and make revisiting areas for new endings more efficient.
- Accessible for Casual Players (weight 0.03): The game is generally considered accessible for players less skilled in action games due to its lack of complex combat or tedious puzzles. Its design is well-suited for short play sessions.
- Simple & Flexible Controls (weight 0.03): The game features simple controls, typically limited to movement, jump, and an action button, with support for various input methods including keyboard and controllers.

Performance notes:
- Excellent Performance Across Devices (weight 0.06): Players consistently report excellent performance across various hardware, including Steam Deck and older PCs. The game is noted for being lightweight and running smoothly with no significant lag.
- Bug-Free Experience (weight 0.01): Players have reported that the game is free of bugs, indicating a polished and stable experience.

Recommendations:
- Highly Recommended Game (weight 0.56): The overwhelming majority of players highly recommend the game, often citing its humor, unique concept, and excellent value for its price. Many suggest buying it, especially when on sale, and emphasize its fun and engaging nature for casual play or full completion.
- Guide Usage for Completion (weight 0.1): Players generally advise experiencing the game without guides initially to preserve the sense of discovery and fun. However, for those aiming for 100% completion or struggling with specific endings, using a guide is recommended to avoid frustration or monotony.
- Hope for Fair Monetization (weight 0.01): One reviewer expressed a hope that the creators would not over-monetize a potential sequel, indicating a positive view of the current game's value proposition.
- Mature Content Indication (weight 0): One review ambiguously states the game is 'definitely for viewing only 18+', which is unclear in its intent but suggests a mature theme or content warning.
- Save Data Deletion Tip (weight 0): A specific technical tip was provided regarding how to delete save data by holding the Delete key.

Other player notes:
- Extensive replayability with 101 endings (weight 0.1): The game offers extensive replayability with 101 endings, encouraging completionists to invest significant time. While some players achieve most endings independently, guides are often used for full completion, with total playtime ranging from 12 to over 24 hours.
- Affordable, simple indie experience (weight 0.07): The game is generally perceived as a simple, straightforward indie title with a low price point. Players noted that graphics are not a critical factor for enjoyment.
- Miscellaneous minor observations (weight 0.05): Based on limited and fragmented feedback, various minor points were mentioned, including the game's potential, rough pixel art, community aspects, and availability on mobile and Steam Deck. Some feedback was too specific or anecdotal to form strong general points.
- Humorous and meta-narrative (weight 0.03): The game features a humorous and meta-narrative that twists classic tropes like rescuing a princess. It also includes meta-commentary, mocking player behaviors and game development conventions.
- Rich with pop culture references (weight 0.03): Players frequently noted the game's abundance of pop culture references and easter eggs, particularly allusions to classic games like Zelda and Pokémon.
- Acquisition methods varied (weight 0.02): Some players obtained the game through unconventional or free means before purchasing it, with a note to avoid pirated versions for achievement tracking.
- Flexible playstyle and spoiler avoidance (weight 0.02): The game can be played solo or shared for humorous moments, with players advised to avoid spoilers and use guides if stuck.
- Developed by Pixelatto (weight 0.02): The game was developed by Pixelatto, a Spanish studio, which is a point of interest for some players.
- Inconsistent localization for updates (weight 0.01): While the main story is localized, content added in updates may not be translated, which can impact players in certain regions.

Emotions:
- Satisfaction (weight 0.27): Players felt satisfied by the game's excellent value for money, often citing the amount of content, replayability, and justified price. Achieving in-game goals, especially completing all endings and achievements, also contributed significantly to satisfaction, alongside the game's overall quality, humor, and engaging puzzle design.
- Amusement (weight 0.13): Amusement stemmed primarily from the game's humor, including its comedy, satire, and witty dialogues. The variety of humorous and unexpected outcomes, particularly the diverse and often absurd death animations and endings, consistently made players laugh and found the game silly and entertaining.
- Frustration (weight 0.11): Frustration was largely caused by the game's repetitive nature, especially when pursuing all endings and achievements, which often felt like a tedious grind. The difficulty of finding all endings without guides, coupled with repetitive item collection, long completion times, and the need to replay entire levels, also contributed to this negative emotion.
- Joy (weight 0.1): Joy was derived from the game's humor, which consistently provided laughs and entertainment. Players also found joy in the game's fun and quirky nature, the discovery of new endings, and its relaxing pick-up-and-play accessibility, making it an enjoyable experience for unwinding.
- Excitement (weight 0.09): Excitement was generated by the game's overall quality, unique concept, and engaging possibilities, often leading to a desire for 100% completion. The continuous discovery of new areas, unexpected scenarios, and the anticipation of finding all the diverse endings kept players hooked and eager to explore.
- Disappointment (weight 0.04): Disappointment arose from the game's repetition, particularly as the novelty wore off and the '100 endings' promise felt unfulfilled due to overlapping or insubstantial outcomes. Some players also felt the game lacked deeper meaning or became less engaging over time, especially when the pursuit of endings became a utilitarian chore.
- Boredom (weight 0.04): Boredom was a direct result of the game's repetitive gameplay loop, particularly when trying to achieve 100% completion or find later endings. The constant need to repeat the same steps, traverse familiar routes, and the monotony of the grind caused the game to lose its appeal quickly for many players.
- Admiration (weight 0.04): Admiration was inspired by the game's immense creativity, unique concept, and evident care in its development. Players praised the clever design, charming art style, and the overall quality that made the game feel like a 'masterpiece' or a 'jewel' in its genre.
- Surprise (weight 0.03): Surprise stemmed from the game exceeding initial expectations, often appearing more complex and deeper than its simple graphics suggested. The continuous discovery of new areas, unexpected plot twists, and the sheer value offered for its price also contributed to this positive surprise.
- Appreciation (weight 0.02): Appreciation was felt for the developers' effort, care, and unique game design philosophy, particularly regarding localization and indie game references. Players valued the game's humor, aesthetic, and the overall quality and thought put into its creation, recognizing the love from the developers.
- Engagement (weight 0.01): Engagement was driven by the game's addictive quality and its ability to keep players hooked, constantly wanting to discover new endings and content. The challenge of finding all endings and the immersive nature of the gameplay loop also contributed to sustained player involvement.
- Enjoyment (weight 0.01): Enjoyment came from the game's humor, fun gameplay, and the variety of endings and costumes available. Players found the overall experience pleasant, especially when playing with a relaxed mindset and appreciating the witty and quirky aspects of the adventure.
- Curiosity (weight 0.01): Curiosity was sparked by the game's unique structure, numerous alternative endings, and the presence of secrets and easter eggs. Players were driven to explore and experiment, eager to uncover the game's many possibilities and the fate of the hero.
- Challenge (weight 0.01): Challenge arose from the increasing difficulty of finding all endings, particularly the later ones, and the need for precise planning and execution. Some specific in-game sections or achievements also presented a notable level of difficulty for players.
- Amazement (weight 0.01): Amazement was caused by the sheer number, variety, and creativity of the game's endings, particularly its ability to turn almost any player action or thought into a unique outcome. The game's unusual concept and surprising depth also contributed to this sense of wonder.
- Tedium (weight 0.01): Tedium was experienced during the later stages of the game, primarily due to the repetitive grind required for all achievements and the constant map traversal and item collection. The game's pace slowing down to a halt and repetitive deaths also contributed to this feeling.
- Fun (weight 0.01): Fun was primarily experienced during the early exploration phases of the game, where discovering new endings and creative progression was enjoyable. Playing with others also enhanced the fun factor, making the initial gameplay experience highly entertaining.
- Annoyance (weight 0.01): Annoyance stemmed from minor gameplay inconveniences such as loud jump sounds, getting caught in unintended endings, and repetitive gameplay loops. Some players also found the pixelated graphics or music annoying.
- Relief (weight 0.01): Relief was felt upon completing the game, especially after the 'terrible search' for all endings or achieving 100% or 150% completion. The helpful in-game hint system also provided relief by easing the difficulty of finding certain outcomes.
- Interest (weight 0.01): Interest was piqued by the game's unique concept, design, and humor, particularly its interesting inventory management and different character builds. The pixel art style and puzzle elements also contributed to players' engagement and curiosity.}