

TTV3
Walter Machado · 2019 · Indie, Action, Casual, Arcade, Pixel Graphics
PC
Very Positive86% · 147
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Screenshots
About TTV3
TTV3 is the third volume of the retro hardcore maze wanderer minigame series Trip to Vinelands
Exit the screen avoiding vines, blades, and spikes.
Made by the same developer of the arcade series UBERMOSH, TTV3 brings a reflex-based challenge with original audio and art.
Exit the screen avoiding vines, blades, and spikes.
Made by the same developer of the arcade series UBERMOSH, TTV3 brings a reflex-based challenge with original audio and art.
What Steam players say
Recent verbatim reviews from Steam — separate from playze.io community reviews below.
TTV3 is a minimalist, reflex-driven arcade title developed and published by Walter Machado, continuing the fast-paced design philosophy seen throughout the Trip to Vinelands series. Built around tight maze navigation and unforgiving obstacle placement, the game embraces a stripped-down approach to action, focusing entirely on speed, precision, and repeated mastery rather than narrative development or mechanical complexity. It positions itself firmly within the tradition of retro arcade challenges where success is earned through repetition, pattern recognition, and sharp reaction times. From the moment gameplay begins, TTV3 establishes its identity as a high-tempo maze escape experience. Players guide a small character through confined labyrinths filled with hazards such as swinging vines, spinning blades, spikes, and moving environmental traps. The objective is simple: reach the exit without dying. Yet the simplicity of the goal contrasts sharply with the intensity of execution. The levels are designed to test reflexes, often requiring split-second timing and careful movement through narrow corridors. The pace feels deliberately accelerated compared to earlier entries in the serie…1 found this helpful
Third in the series of conceptually sound, reflex-testing obstacle gauntlet games, with just the laziest and most unintuitive execution imaginable, largely relying on brute-force muscle memory across a dozen or two randomly repeating, poorly designed levels. Justifying separate release just for adding colors is certainly a choice. 2.0/10
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https://youtu.be/C3-3CyPG5os There isn't much game here or any other connective elements to align the design intent with the player experience.
It gives nice breathing control exercises.
Cannot recommend this unfortunately until the controller bug gets fixed. Unlike the first two games, the controller movement is not 360, but only 8 directions.
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