- Summary: 140 is a challenging minimalistic platformer with abstract colorful graphics. Rhythmic awareness is required to overcome obstacles controlled by an energetic, yet melancholic electronic soundtrack.
Oct 17, 2013Top notch platforming mechanics combined with a brilliantly captivating soundtrack that seamlessly meshes with the unique visuals and gameplay turn it into an experience that shouldn’t be missed. 140 is gaming minimalism done right — just don’t expect it to last you very long.
Oct 26, 2013This game is a good experience. It is very short,but very hard.
The most interesting thing is that the rules are coming and disappear .
IThis game is a good experience. It is very short,but very hard.
The most interesting thing is that the rules are coming and disappear .
I personally liked this game because you can use the music,and the music it's not for background,because you use it to help you out.
The hardest thing I've seen in this game is that the orbs are moving and these are really hard to catch,but still,a good game.… Expand
Jan 3, 2014If you are a lover of music and platformers, you need to take a look at 140. Most people don't like this game because of how short it is, butIf you are a lover of music and platformers, you need to take a look at 140. Most people don't like this game because of how short it is, but it put it this way: If somebody hears a song, and they love it, then naturally they want to hear it again. Once they're tired of the song, they take a break, then later they just might want to hear it yet again. 140 is a game that revolves around sound. It's like a song that you listen to that goes at your pace, and if it gets stuck in you head, then you (naturally) want to hear it again, so you decide to replay a level. If this goes on long enough, the game won't be short at all, it will actually last for as long as you want it too. I really enjoy this game, and the price seems just fine for me. I hope you like it too.… Expand
Oct 20, 2013140 is a really enjoyable platforming experience. it is very much rythm based, and i like that a lot. most obstacles are not too hard, except140 is a really enjoyable platforming experience. it is very much rythm based, and i like that a lot. most obstacles are not too hard, except for the last one, which i needed quite some tries for. the visual style is very basic, yet awesome in its own way. the music fits in very well (the gameplay is based on the music, in fact). overall a really nice experience. maybe a little short (took me 60 minutes), but hey it's a really cheap game. so don't complain. ;)
Jan 23, 2015I’m thinking along the lines of Cheese and Ham Sandwich on Granary bread (with seeds and **** in) with a little bit of pickle. This is becauseI’m thinking along the lines of Cheese and Ham Sandwich on Granary bread (with seeds and **** in) with a little bit of pickle. This is because it’s from a well loved, but sometimes overdone genre of side scrolling platformers, enjoyed by many and relatively accessible even for people with low end PCs. However, although it’s not going to stop you enjoying this delicious piece of craftsmanship, the seeds in the bread are going to get between your teeth and you are going to be pissed off by it. We all know it’s going to happen, let’s be honest you’ll have to work at finishing this sandwich. The final touch is a little bit of pickle, giving this game a little bit extra that you weren’t expecting. This game travels through the traditional arcade games, from space invaders style boss battles to quick reaction dependent block dodging, then rounding it off with a hint of jeopardy in quick time puzzle solving. Yes it’s not what you were expecting in a platformer, and you don’t know how you feel about this strong flavour being sneaked into your sandwich, but for some people, it’s what made it, that little extra bit of weirdness between your bread.… Expand
Nov 24, 2015Rhythm-Based Parkour
Overall: 70% (62.6/90) Atmosphere 6.8/10 Graphics 5.0/10 Level Design 7.5/10 Sound 7.5/10Rhythm-Based Parkour
Overall: 70% (62.6/90)
Level Design 7.5/10
Replay Value 6.8/10
Cost-Benefit Ratio 2/4
System Requirements 1/1… Expand
Jan 29, 2014Not a bad game. Gameplay takes under 1 hour though. It's easy or hard whether you pay attention to the rhythm or not. This concept could''veNot a bad game. Gameplay takes under 1 hour though. It's easy or hard whether you pay attention to the rhythm or not. This concept could''ve been exploited into a bigger game in my opinion, but I am fairly happy with it as it is.… Expand
Aug 20, 2014140 is a very short platformer game for the PC with a simple but distinctive aesthetic.
Story The game has no story. Gameplay The140 is a very short platformer game for the PC with a simple but distinctive aesthetic.
The game has no story.
The gameplay is mostly fairly simple, but really has two modes; there is the gameplay during the levels, and the gameplay during the “bosses”.
The levels are all full of fairly standard platforming elements; moving platforms, “spikes/lava” which takes the form of static, and various other simplistic elements. The game does mix these up somewhat, with blocks which trigger other blocks to appear or disappear, expanding and contracting blocks which hover in place but can crush the player, blocks which temporarily turn themselves into ground which will kill the player if they touch it, and, in one level, brief, periodic periods of anti-gravity, where the player will fall up (but cannot jump off the ceiling).
The game is quite brief, consisting of only three levels of increasing difficulty, and checkpoints are frequent – a very necessary feature in the third, quite difficult level of the game. The player must periodically retrieve floating orbs and bring them to platforms to transform the level in order to continue on their way through it, and each time the level grows deadlier and more complicated, until they have reached the end of it.
At the end of every level there is a boss of sorts, though in reality they are merely segments of very different gameplay. The first one is a fairly traditional boss which shoots at the player from above and splits in half every time the player shoots it with a little hovering shooter which fires automatically every few seconds, requiring the player to time their presence underneath the boss to harm them. The second one has the player navigating through an environment which feels like they are racing down a narrowing track as an enemy whose touch means death zooms back and forth past the player. The third and final one has the player trying to defend themselves from enemies, pointing their blaster at them before they attack; as the player only has one shot per group of enemies, they have to make it count. This last one is quite frustrating as it plays heavily with interface screw, first by making it so that the blaster rotates either 90 or 180 degrees before firing (in a predictable pattern), and secondly, by shifting around the entire screen and thus giving the player only a very tiny amount of time to react. This was the most frustrating part of the game, and was a poor design choice as it felt very awkward rather than like a fun puzzle.
The game has a very simple aesthetic to it; everything in the game is a geometric shape of some sort, and the player themselves turns from a triangle to a circle to a square depending on their movement and actions. Even the music is very simple, the game being silent at first, then gradually building up a more and more complicated soundtrack which beats in time with movements of objects in the environment.
The game is decent overall, but it is very short, and the third “boss” is quite obnoxious as the game experimented with interface screw in the place of interesting gameplay. On the whole the game was not terrible, but given its very short length, with the entire game likely taking no more than an hour to beat, and the frustrating final “boss”, there’s not a whole lot to recommend beyond its aesthetic.… Expand