Inukari - Fateful detour Reviews
The standalone addon for Inkuari - Chase of Desception with two new world and local multiplayer duel mode. Its a fast and smooth action jump & run game like in the good old days.
App ID | 2394310 |
App Type | GAME |
Developers | EinzelartigGames |
Publishers | EinzelartigGames |
Categories | Single-player, Multi-player, PvP, Shared/Split Screen, Remote Play Together, Shared/Split Screen PvP |
Genres | Indie, Action |
Release Date | 30 Oct, 2023 |
Platforms | Windows |
Supported Languages | English |

1 Total Reviews
0 Positive Reviews
1 Negative Reviews
Negative Score
Inukari - Fateful detour has garnered a total of 1 reviews, with 0 positive reviews and 1 negative reviews, resulting in a ‘Negative’ overall score.
Recent Steam Reviews
This section displays the 10 most recent Steam reviews for the game, showcasing a mix of player experiences and sentiments. Each review summary includes the total playtime along with the number of thumbs-up and thumbs-down reactions, clearly indicating the community's feedback
Playtime:
96 minutes
Very similar game to the other Inukari game which is a fun but frustrating experience.
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It is very nice to play with the previously obtained abilities as one of my complaints about the first game was you dont get to use the double jump very long. The backdash in this game for some reason felt less responsive even though im pretty sure its the exact same as I recall being able to turn and back dash at the beginning of a jump however it needed to have a bit of a delay between turning around and dashing. Overall the movement is still very good and the new abilities provided variance to the game play to be different form the previous game.
The game once again suffers from a clarity problem. I frequently had issues determining what was and was not a scenery element vs intractable element. I found myself frequently dying and having no idea what killed me. Took me far to long to even realize the barbed wire on the first level was damaging me since I thought it was part of the background. Equally you can walk on power lines in the first level and I was unaware of this til it was the only way to progress because it once again blended into the background and was not obviously intractable. . I jumped over every dumpster despite being able to run through because they looked like a solid object. Stairs also sometimes would not let me climb up them and occasionally launch me upwards off them. Running through the game quickly I thought the dream catchers were spiders that would drop down on you like in the first game. Jumping down ledges frequently would have enemies hidden at the bottom and I developed a habit of using shield every time I jumped downward.
Bosses particularly I found difficult to determine what the intended way of damaging them was. I would default to either throwing leaves at them or using the shield to be invincible and hit them which I am pretty sure is incorrect.
The first level I found to be fairly bland however the level design improved afterwards. The levels after the first are similar to the previous game and did enjoy them.
The game does add more cut scenes to the game with more dialogue to provide context for the story.
The game does however suffer performance issues and would significantly slow down for me in the forest.
The game expands on the previous Inukari and provides a frustrating but enjoyable experience.
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Did you know you can run across the death pits with shield?
👍 : 0 |
😃 : 0
Positive
Playtime:
188 minutes
I’m liking the game but I will say the criticisms are valid.
Some of the stages are too large, some of the enemies can be annoyingly placed, there’s a few leaps of faith… into instadeath pits.
Despite those issues, I like it. It’s not gonna set the world on fire or anything but it has some nice pixel art and its movement has substantially improved from the last game (I played that on Switch so that may have had something to do with it).
The sameyness didn’t really hit me as the way I played the game is in 20 minute spurts between tasks like on break or something. The levels may be large but not so much though that they’d be tough to beat in a 20 minute timeframe.
For some, like me, that maybe worth the price. To have something to pickup and play during a break.
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Also some of the OST songs have made it onto a few playlists of mine.
👍 : 0 |
😃 : 0
Positive
Playtime:
91 minutes
I didn't enjoy the game, but I still liked the cutscenes and the animation on the character, so if you can work more on level design specifically, as well as improving the feel of the combat, it could drastically change how it feels.
The main problem is that these stages are too big, flat, and repetitive - like a big box with sporadic platforming, so I don't get a good sense of level layout, it's just a lot of space to cover. Now, the very last area (the mansion), feels a bit better because it's more of a room-to-room zone, so you could start with that, but also, I think you want to zoom in a bit closer on the character, as well as having shorter platforming range with more platforming challenges. What I am trying to say, try to think of a level design where every room presents some kind of unique layout or challenge, if it's just big open area, you do not get much enjoyment out of navigating it. Also, I didn't think the stages had much personality to them, you did put like a lightning effect in the window, but thematically the town and the forest didn't feel like they belonged in the game. So overall, I would say make smaller stages, focus more on second-to-second platforming, and zoom in closer on the character, add more detail to the levels if you can.
Another thing I didn't like is that for some reason you wanted to have a lot of enemies that the character can't kill, I assume she just does not want to hurt innocent animals, but it's not satisfying for a game to have enemies that you can't damage properly, so maybe next time replace the enemies with something like those werewolves in the end, something she is not afraid to damage. On that note, hitting things in the game didn't feel good, you might want to add a more prominent sound effect for her attacks, as well as having a better indication of enemies taking damage. The sprites on the enemies often felt too large or too small, it would feel better if you could keep them somewhat relative to the character. In general, when you hit enemies you want it to feel chunky, it kinda feels like you hit bags of air here, maybe if the attacks would stagger on hit it would be better.
The platforming was a bit floaty but I didn't mind it too much, you can even use the reverse dash as a triple jump which I found pretty useful. I still felt like the game could have used another form of mobility, anything else you can add to the traditional double jump always makes it fun, maybe a slide or air stomp. You could even add a bit more depth to her attacks, instead of having just a ranged projectile, give her a few different ranged sub-weapons, and you could hide those around the level which will help you with making level design more interesting.
[h1] Pros: [/h1]
(+) Maybe a guilty pleasure, but I liked the cutscenes.
(+) I assume the sprite is original to the game, the level design feels so generic it's hard to say. But I liked the animation on the character, if you could zoom in on her more and have more compact level design it will feel and look better.
(+) A few of the songs felt a bit out of place, but I liked 2 of them a lot.
[h1] Feedback: [/h1]
The biggest thing, try to make smaller rooms instead of one big open area, and focus on platforming challenge or platforming navigation, the game might benefit if you zoom in more, perhaps make her jumps shorter, but make a denser platforming section. You could try adding a few sub-weapons and hide them around the level to make exploration better.
(for the zoom, if you want to check out Kaze and the Wild Masks, see how far the camera is from the character, and work within that range, it's too far here, and the platforming challenges are too far apart)
Make it more enjoyable to hit enemies, make sure you have sound effects for all attacks, as well as make a good impact feel when you hit or kill something, none of that immortal enemy crap. Try to keep the enemy sprites somewhat relative to the character, too many small enemies.
Add a bit more depth to the movement tech and design the platforming around it, something like a slide or dive kick. On a side note, maybe to make the enemies more useful, you could give her some energy weapon that would charge from kills or something, just an idea.
[b] Overall Thoughts: 4/10 [/b]
Since you mentioned C&D, I would recommend taking one of those classic games and just mimicking the general stage scale and format and then making it yours, you need to make smaller stages with more content in them, not big stages with boring sections. Honestly, platformers are 80% level design, and every screen that you navigate should feel like it has a purpose and a challenge. The cutscenes and the character sprite were nice, but everything else was underwhelming (love that trailer song though).
[code]Niche, obscure and underrated games: http://store.steampowered.com/curator/31294838-Hidden-Gem-Discovery/ [/code]
👍 : 9 |
😃 : 0
Negative