Ape Out: Overwhelmingly violent instrument plays jazz of rage and sorrow

I’m probably going to buy this just on that description. Is it any good?

It was well liked at RPS.

So, what’s the Qt3-ensus on this? I watched the trailer and I honestly don’t know what to make of it. It strikes me as a great indy effort, but as I’m already working on a backlog, I suspect I should just wait for it to go on one of the Nindies sales on the Switch.

it’s great. I am at level 8, and love it how the music and the abstract visuals play together. And so much feedback transported by the drums/music … perfect little game. I have to add, that it can be a little bit stressful in a positive, adrenaline pumping way.

I finished the main game today and I love it. Can’t say enough great things about the look, style, and sound, and it has a great one-more-try rhythm to it.

‘perfect little game’ is a good description.
I’m particularly bad at it, I needed >20 tries for the end level of Disc (world) 1.

that happened to me too. > 20 times at least. The last tunnel was tough… and then I thought wow, great game but too short. Then record/disc 2 happened (or is it album?) It totally makes sense to order the game as music records with A side and B side since it is so music heavy.

I wanted to check the credits, but there are none. From the Intro I see that Bennet Foddy (Getting over it) was involved as an artist. And Gabe Cuzillo as main director/programmer… good job!!

I just showed a trailer to a mate at work. He said it was a pity the graphics were that simple and bad, something about not hiring real artists.


just the detail, that your ape leaves splashes of color behind when he gets hit, and the more injured he is the bigger the blobs… no need for a lifebar. I showed the game to an artist, and he immediately connected to the game.

I have to get accustomed to maneuver less, your lose too much speed by turning 180º in this game, it’s what’s killing me more than it should.

Also, I’m starting to notice a… flaw? in the game. It’s super random. At first this was nice because if I have to repeat a part, having different layouts and enemy positions means it’s much less repetitive and tiring, and it makes it more about instinct and on-the-fly decision making than rote memorization.
But I also noticed how sometimes I would get stuck in a part, and after 12 tries I could finish it… not because I got better at the game, but because after 12 times pulling the lever, there was once where I got 7-7-7 and I got a floor where enemies positions were far away and not looking at the central path, and another where there was lots of cover to neuter the sniper. It isn’t skill, it’s just that from 12 attempts or 15 or 20, one configuration will be easier than the others.
Once I noticed that, I also noticed how cheap were a few of my deaths too, as they occurred in very open layouts where I didn’t have a lot of options.

did you try arcade mode? 1 life only, max points … wow, quite addictive. I like it very much in short bursts.

That’s a flaw or quirk that exists in Nuclear Throne as well (started playing it again recently) and… I love that game to irradiated bits. Sometimes you just get a bad combination of elements. It’s a proc. gen. thing I suppose, so I just roll with it*.

*I try to

I just finished this game and love the random levels! I think this design works so well for them because you can be in an awful position and heroically fight your way out without taking any damage if everything falls right and it feels amazing.

In particular, I love how dead ends work. They are such an important part of the level design. If, like me, you’re taking out about 1/3 (or less) of the badguys, when you hit a dead end you have to fight your way back through the enemies you left behind who are now all aware of you. Hitting a dead end is such a moment of instant dread, but also the setup to phenomenal heroic recoveries. It’s a huge adrenaline hit for me. You can’t get the excitement of a dead end if the level is the same every time.

I also love how so many of the enemy mechanics work for and against you. Like getting lit on fire does deal damage to you, but everyone runs away from a flaming ape which feels a bit like Pacman having gotten a big peg for a bit. Or that shotgunners huge hit range means they’re very likely to hit you if you let them attack, but they’re also very likely to accidentally shoot their friends as well (which is especially fantastic if their friend is carrying an explosive backpack and next to a bunch of other friends). Everything is so simple, but cascades so well in to each other, like a quick and short version of the coolest parts of Spelunky, but 10 times faster.

Thanks for posting your experience. I’ve been meaning to play this and it had fallen off my radar. At this point I’ll likely wait for it to go on Nindies sale, since I’m dealing with a major backlog, but I love how it sounds to play.

Aaand it’s on sale! At least in the Canadian eShop. $13 CAD, so I guess about $10 USD? Can’t wait to play it this weekend!