Pixel Arcade Legacy Reviews
Pixel Arcade Legacy is a Virtual Reality platformer set in neon cyber space. Prepare to be transported into a world of pixels in one of the hardest platformers to come to VR.
App ID | 618570 |
App Type | GAME |
Developers | Corrie Green |
Publishers | CJG Studio Ltd |
Categories | Single-player, Steam Cloud, Steam Trading Cards, Tracked Controller Support, VR Only |
Genres | Casual, Indie, Action, Simulation, Adventure |
Release Date | 2 Apr, 2018 |
Platforms | Windows |
Supported Languages | English |

20 Total Reviews
16 Positive Reviews
4 Negative Reviews
Mixed Score
Pixel Arcade Legacy has garnered a total of 20 reviews, with 16 positive reviews and 4 negative reviews, resulting in a ‘Mixed’ overall score.
Reviews Chart
Chart above illustrates the trend of feedback for Pixel Arcade Legacy over time, showcasing the dynamic changes in player opinions as new updates and features have been introduced. This visual representation helps to understand the game's reception and how it has evolved.
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:
505 minutes
6/10
👍 : 0 |
😃 : 0
Positive
Playtime:
7 minutes
Looks fun couldn't use it because I don't have a vr headset gonna get one soon anyways
👍 : 2 |
😃 : 0
Positive
Playtime:
134 minutes
A solid 8/10.
The platforming has an effective combination of freedom and challenge. It follows the golden game design rule of allowing you to take more risks to go faster. It has problems, but when it works, it feels like being inside Celeste or Super Meat Boy. The core gameplay is enjoyable, but there are some flaws.
👍 : 1 |
😃 : 0
Positive
Playtime:
86 minutes
5/10
DEVS: This is a fun concept, but loads of stuff need changing here before it is in a saleable condition. 2 examples: 1) when you press to hold a ledge with both controllers together, sometimes one of the inputs fail, leaving you plummeting o your doom in an utterly unfair way. 2) a certain press of buttons in a certain way when reaching for a cube will trigger the game to restart, all progress lost.
👍 : 0 |
😃 : 0
Negative
Playtime:
127 minutes
This game really is a ton of fun and easily worth it for the price. The courses are fun, the climbing controls feel great and the game had me working up a bit of a sweat in about 45 mins of playtime. I would definitely recommend to anyone looking for a fun climbing, platformy-type game.
👍 : 5 |
😃 : 0
Positive
Playtime:
66 minutes
[h1]Experienced on the Oculus Rift with Touch Controllers[/h1]
This is a very fun, parkour game (not climbing!). However, it has some flaws which keeps it from being in the upper echelon of VR climbing / parkour games / obstacle course games. There's several genre of games that have really benefited from VR, from escape rooms, to wave shooters, to music rhythm games, but parkour brings that mix of challenge and physicality that is almost akin to the boxing VR games.
It's not just about figuring out the challenge, but physically executing it. So you feel part of the game, like you're actually in the obstacle course, whereas an outside viewer would just see some fool swinging his arms around like a madman. When this game works, you are bouncing from object to object like you're part Spider-man and part the Flash. The obstacles courses are very well-done and once you get into level 9 and beyond, they start looking impossible (it took me several tries to finally get the 9th course done).
Unfortunately, like I mentioned, there are some problems. The biggest problem I experienced is that the grab doesn't always work, which is a fatal problem that would almost sink any parkour game. Luckily, it only seems to only happen after you have already grabbed on to the ledge of the cube and try to readjust your position on the cube. It did happen quite a bit, but there's tactile feedback indicating it's not a good grab so I would just gently push with the other hand that was grabbed and re-grab and that always fixed the issue. Still, it made things a little bit more hairy and difficult so I do have to take off for that. I don't know why it happens, but it is a serious bug, but just luckily one that you can work around.
The second issue is that HTC Vive wands are shown instead of avatar hands. That really is third rate there, especially for a parkour game. It would also be great to visually see a grab with avatar hands (whereas now it's just tactile feedback). The game also looks too simple overall. Just cubes floating or lines. Simple color scheme. Some may like it, but I found it rather boring.
I could only play about 30 minutes at a time because I did start getting sweaty. I had fun. I just wish the above issues would be fixed. If they were, I would have rated the game higher.
[b]Rate 6.5/10. I got this for $4.79 USD during the 2018 Steam Lunar New Year Sale. It's currently on sale for $4.99 USD and I think it's a pretty good deal at that price.[/b]
👍 : 4 |
😃 : 0
Positive
Playtime:
31 minutes
(Oculus Rift)
Neat idea, worth it for $5, but it was a little buggy and awkward. The game takes a very large space to play. Even with an area large enough to be deemed "Optimal" by Steam and Oculus (2m x 1.5m I think) I ran into problems. Ideally you can reach across your entire space without triggering the chaperone.
The game feels like a weightless jungle gym. You grab a spot, pull yourself past it, and grab the next spot. Sometimes you have to throw yourself to the next spot, which takes some practice.
Biggest problem was, at the very start of the game, I was completely stuck because all cubes were too far away to be grabbed. By dumb luck, I found a key combination of (Right hand trigger) + (Right hand thumbstick press) that moved me to a better place where I could actually get the game started. The controller hints must be for another system, because the diagram looked nothing like my touch controllers.
In another spot, I was standing on a block, but to reach down and grab the block I would have to reach through my own IRL floor. I looked around and was able to find another block to grab and "push" myself down, but this felt like a bug.
Generally the space issue means you have to be careful when trying to reach too far. Make sure you hear the "ding" indicating you've successfully grabbed your next spot before letting go of the last one. It's hard to tell if me falling is from lack of skill or vr space issues, which can be frustrating.
👍 : 6 |
😃 : 0
Positive