

The Growth Journey
Cleverweek · 2016 · Action, Indie, Adventure
PC
Mostly Negative28% · 18
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Screenshots
About The Growth Journey
A game about permanent growth. Once you grow, you cannot shrink.
Hitting something means death.
There are blue colored zones, (grow zones) each letting you grow a fixed number of times (displayed inside the zone) by a certain percentage.
And then there are green colored zones, (gates) which will only let you through if you are of a certain size. (displayed inside the gate)
So growing up has its advantages and disadvantages.
Hitting something means death.
There are blue colored zones, (grow zones) each letting you grow a fixed number of times (displayed inside the zone) by a certain percentage.
And then there are green colored zones, (gates) which will only let you through if you are of a certain size. (displayed inside the gate)
So growing up has its advantages and disadvantages.
DLC & expansions
🎁 Complete the collection
Base game + 1 of 1 DLC at today's best prices.
$1.50
to own everything
What Steam players say
Recent verbatim reviews from Steam — separate from playze.io community reviews below.
[h1] Don't play it. [/h1]14 found this helpful
[h1][b]Not Recommended[/b][/h1]1 found this helpful
Interesting premise but tank controls ruins the overall experience - it's like navigating a drunken washing machine.
Your goal is to get the dot to the gold finish line, you dont need to actually unlock any levels, which i found out after unlocking the last one, so size and time dont matter, 4$ for a 5-10 minute game is ridiculous.
This is a collection of interesting ideas that ultimately add up to a disappointing experience due to uneven level design and an obscure scoring system. The basic don't-touch-the-walls gameplay works well, although with a very sharp difficulty curve on the first two levels. The game says it supports lower resolution monitors, but the level designs basically unplayable at those smaller sizes due to the need to navigate gaps that are a tiny fraction of the screen size. Each pack of 10 levels gives you a score (generally ~4-7 points) per level upon completion, where it seems 4=ok, 5=good, 6=great and 7=flawless. However, you need 60 points to unlock the next level pack -- that is, you need 10x6 (great) to average A/- proficiency on every level. Getting stuck on mastering even one level (4) can entirely lock you out of the next pack unless you collect a batch of 7s to overcome it. I notice that at present only 3% of players actually made it to the next level pack. Another problem is that the level designs often require a balance of speed and growth -- most, but not all available grown combined with as much speed is possible. However, the algorithm for the optimal combination is not e…
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