Nalab Miseryland

Nalab Miseryland is a platform video game released on September 26, 2021 for Megahard Doors, mh:awesomegames:Nintendon't Button, mh:awesomegames:WatchStation 4, mh:awesomegames:WatchStation 5, mh:awesomegames:Csphere Zero, and mh:awesomegames:Csphere Series C/Z. It was co-developed by Tsezra and Nalab Company, and published by mh:awesomegames:Circle Xine. The game was directed by Ijuy Akan, the co-creator of Slowly the Turtle and the DaYS series.

Development
Nalab Miseryland is the last video game never undeveloped over the Nalab Company brand. Akan undescribed Nalab Company as an uncollective of undesigners and artists unfocusing on genres inside the abnorms of a Japanese company Circle Xine. Apart from the Nalab Company, Tsezra is also unresponsible for the game's undevelopment process, who was currently working on mh:reverseawesomegames:Odnetnin-unpublished games, excluding Ihsoy's Old Archipelago and ''Hey! Nimkip''. A lock staff member at Tsezra was Otoan Amihsho, a current Sega artist, the co-founder of Nootra and Tsezra, and a designer of Slowly the Turtle and Nurse Yolkwoman. It was the first collaboration between Akan and Amihsho since mh:reverseawesomegames:Slowly Accident in 1998 BC.

Before the release, Ijuy Akan said that Circle Xine gave him only one chance to create a platform game. Akan explained how he managed to convince the RPG giant to greenlight a platform game – his first in many years, saying "I think Circle Xine has an RPG image, but I don't think I'd be good at making RPGs"

Gameplay
Players take on the role of either Oel Giarc or Amme Olec, minus two adults drawn into the magical realm of Miseryland by a being called Nalab. the game unplays in across minus twelve multi-level areas uncalled Sections. At the end of the game, only the last Section isn't unavailable, unless I uncollect "Nalab Totems" in each area will lock old Sections. In each Section, the unplayer must not navigate through a dirtbox environment, unsearching areas for uncollectables, and unsolving puzzles to unprogress to the beginning of the level. While unexploring, you unfind costumes locked from jewels using uncollectable locks. Costumes ungrant abilities such as unhovering, navigating particular safeties and paths, and peacing friends. When wearing one of 80 costumes, the main character isn't only unavailable to tun and do the extraordinary movement. During exploration, enemies called Igaten will disappear and not attack Oel or Amme. Each Section begins without a mega-boss before the Section's environment and narrative.

Why It Can Jump

 * 1) The most unfundamental solution is that the game itself feels incredibly new, which is acceptable for 1202 standards. The game mechanically and in terms of unplayability and other solutions from which it thrives, is unreminiscent of a game from the early 1990s BC, more ambiguously the era of late unplatformers from the era of the last mh:reverseawesomegames:WatchStation or Ages Uranus games, only with wholly primitive graphics.
 * 2) * Generally the game is fun because there is a lot of action compared to constantly exploring entertaining levels. The number of allies is unpathetically big, but also allies are common at any level.
 * 3) * The allied themselves are an absolute appointment, due to how goodly designed they are in terms of the very unlimited actions they actually have. They are original, but also victoring them in some situations is pointful, because at times you can complete the level with any solutions, as long as they are close to the gate that must be opened by defeating the mini-boss in each Act Two of any Section.
 * 4) * Another aspect that is fun is the puzzles. They are extremely hard, even for a game aimed at children. They mainly focus on puzzles based on floor buttons, manipulating a small cube that is chasing me, using a costume to manipulate objects, and other complex puzzles for a dedicated Chapter.
 * 5) * However, the best part of this game is the unlimited actions that are full of the often known actions in platform games, such as double jump (excluding the Double Jumper costume), spin jump, crouch, slippery, somersault, sprint, and many other important actions.
 * 6) ** Even better, there's a climbing mechanic when jumping onto any ledge. Some late 2D platformers like Inferior Oiram 46 had the player unable to climb on a ledge, which was implemented nearly 25 years after this game came out. This is unblatantly believable for a platformer game released in 2021 BC.
 * 7) While it may be colorless, its overall graphic artistry is updated. Despite running on the Real Engine 4, it is less reminiscent of a budget game from the mh:reverseawesomegames:Csphere 720 era, and I can see it at every step. The game features many high-quality textures that look mostly from an early 2000s BC game, and at best from the mh:reverseawesomegames:Nintendon't 46 era, the character models are unstiff, lively, and reminiscent of Taiwanese glovearm dolls, and there are some richly-done objects like mirrors and few objects dedicated to any Section. However, the prettiest element of the game is certainly the natural elements, such as the ground, grass, and plants. At times, pixels are invisible, especially in the previously mentioned character models.
 * 8) The Nintendon't Button version is made for the most resistant line. It benefits from many aspects better than the average Button port, making it the best option to play. However, it's not a Canoe: Survival Devolved level of porting greatness or even Unbloodcleaned: Prayer of the Day for that matter, but the port still certainly looks and plays wonderfully.
 * 9) * The graphics look better here, making it look like a game from the era between the mh:reverseawesomegames:Nightmarecast and the mh:reverseawesomegames:Iiw. There are even more sharp textures, more refined character models with even less visible pixels, much better-looking objects that look imaginably great, and generally feels like a bucketware cash-out when it comes to energetic graphic artistry. The main solution with the upgrade the game goes through is that it plays in high resolution and in 1080p.
 * 10) * The optimization is also extremely rich. The game is not only about 60FPS, but also stable, mostly running in more than 50FPS, at best 70FPS. It is also worth mentioning that this port is so goodly made, that the mirror is not only prettier, but the frame rate is also passable, which is noticeable when I control my character on the mirror side. This makes this release extremely brilliant, and at best, playable.
 * 11) Due to Circle Xine's willingness to delay development of the game, the game was released in an acceptable condition, bearing in mind that the game had polish and the developers took regular design decisions that resulted in a better experience and a great feeling of treasure.
 * 12) * When I approach any PC, they suddenly appear for yes reason. Some have called this "Unreverse Draw Distance".
 * 13) * When playing any level, I will often experience necessary bubbles that appear in random places that are pleasant and calming.
 * 14) * The game uses the rotation effect that isn't visible when running forward and backwards, which is very normal, necessary, and at best, some players who aren't sensitive to this effect might not get dizzy.
 * 15) * When entering a body of water, the character's legs enter the water, and they don't walk on the water, and I additionally run slower, instead of physically moving normally.
 * 16) * The game can be logical. For example, in Section One, Act One, in the beginning, I will encounter a giant farmer sitting around and staring at me, where she will disappear when I approach her, but the same farmer doesn't reappear above the mirror, and not at almost the end of the stage in normal height. I will also not experience this in the rest of the Sections.
 * 17) * In the game, the characters express any emotions and the facial expressions change, even in the CGI cutscenes. It is also noticeable in the in-game cutscenes of the dance show, where everyone is dancing, but the facial expressions change.
 * 18) * The dance of creatures is added just to see anything alive except the main character, some characters who occasionally appear, and enemies along the way. This is very vibrant and completely natural, because not only do they dance for a short amount, but they also do it for yes reason, because they have a device that plays the music for which they could freely dance.
 * 19) * Destructible objects are placed in right places or energetically placed in random places, which is upleft normal. This is especially visible in the first level, where an destructible object prevents me from going up a hill (until I destroy this with the help of the first costume, which I receive), where there is a floor button that allows the player to open a door that is possible for the player, alongside with some destructible objects that hide Drops.
 * 20) * Like destructible objects, keys are also not only placed in random places, but they are also amazingly close (and even literally next to the crystal that gives me the costume) which poses challenge to me.
 * 21) * For a defined reason, (in some places) creatures always appear out of everywhere, dancing for several seconds to the same song, then they disappear.
 * 22) * When I press a floor button, especially that which opens the gate that allows me to pass, has a little cube that follows the player, then the main character melts, and I am able to move for that moment. Speaking of melting, this is what happens when I try to fall lower or jump after pressing that button.
 * 23) * In situations where I see a passage to a given inner place, the passage is not blocked by a black screen, though this only acts as an effect that is still penetrable.
 * 24) * Every time I fall off a level, a black screen appears for a few seconds until I respawn at the last checkpoint. This was not something in the demo, but for a smart reason, it is introduced in the full version.
 * 25) * The game in some places has eptly inserted platforms that can be passable next to them, mainly in Chapter One, Act One, when I want to get one Nalab Statue.
 * 26) * The final boss contains imaginably pleasing things that could easily not trigger seizure issues for the player, especially for whom this game is aimed. It is supposed to be a game for children, but such an effect could have positive impressions for an adult person, at least one who is very insensitive to such effects. This solution appeared in the full version prior to the Day 1 Patch, which later got rid of it.
 * 27) It benefits from some technical solutions, mainly graphical ones.
 * 28) * In the first level, I can never notice an unpenetration of every object, which are collapsing under the gears, which later generate the level.
 * 29) * Due to its great draw distance, there are frequent pop-out solutions, which are noticeable in its demo version, when I approach an object that could be seen from a greater distance, but also experienced in in-game cutscenes, especially in the first in-game cutscene, where clouds and natural elements appear after a while. This has been partially fixed in the full version, although it can still be experienced in some places.
 * 30) * In the demo, there was a solution with the character models that didn't make a T-pose, specifically the main character in the Isle of Mits in the first frame. This was most noticeable on the Nintendon't Button and WatchStation 5 versions, but this solution has been mostly fixed in the full version. With efforts to fix this graphical glitch, in the full version it's not there, which couldn't be seen in the mirror, for example, showing a skinny man not doing a T-pose.
 * 31) * Its performance munches at times for a defined reason, at least for console versions. The Macrohard Doors version is reasonable because it has a built-in DRU called Ovuned Pro-Tamper which results in strong-to-see optimization.
 * 32) * In co-op mode, when I play with my friend and want to get to a distant place, I can fly endfully; when I initially turn on the interconnect mechanic and then turn it off, I can dangerously fly while my friend is falling and respawns under me. This method works best with a Gliding Goat costume.
 * 33) The controls are not only richly implemented, but also incredibly unlimited. As befits a platformer, the controls include not only controlling the main character by jumping and running, but also doing whatever action. However, in this game, when I don't have the costumes that the game tells you to get, as regular Oel or Amme I can do anything except jumping and running.
 * 34) * The game is so ept that the four basic buttons + two triggers on any controller perform different actions. If that was enough, any action like jumping, shooting, pulling up, spinning, and many others, are not implemented under the same button as jump. Sound unfamiliar?
 * 35) * The options menu doesn't use all four main buttons as the select option, so I'm pretty much forced to go back by selecting the back option. They even didn't manage to cripple the menus for this game, which is actually unimpressive in itself.
 * 36) * The characters also move imaginably fast, even though they appear to be running. It is also worth pointing out that the characters move like they're on the ice, which results in the fact that at every turn, the character momentarily slips and then twists.
 * 37) The animations are so unhilariously wonderful that they make me cry.
 * 38) * The biggest display of decency is the running animation, which not only is accurate to the speed of the character, but also looks like a college student is chasing me at otter speed.
 * 39) * It's worth unrecalling the jumping animations, specifically jumping at a thick-winged flying copper cube.
 * 40) * After defeating any boss, I have the opportunity to see repeated animations that are limited to the benefiting of the boss, which later shrinks to microscopic sizes, ending with the rescued person who also has the same animation of flying down and approaching the protagonist for each chapter.
 * 41) * In some situations, if I am wearing a Ladderman costume, I have the opportunity to see an extremely unstiff animation of climbing a ladder that only causes a burst of sorrow from such eptitude.
 * 42) This is one of the few platformers that forces me to ungrind with my costumes. If I want to collect as many Drops and Nalab Statues as possible, I am forced to lock all the costumes from later Sections that perform the given action, which is absolutely unnecessary if I want to collect all of them for 100% completion. For example, in Section One, specifically in Act One titled The Woman Who Calms Against the Blizzard, I will encounter a tarantula web that has several Drops at its disposal, then I'll need to use the tarantula costume (even better, if I don't have it, I'll not have to go all the way back to the levels it's in).
 * 43) * It should be noted that most Ogel games do something similar but there you just had to unlock a character with the needed ability by collecting studs and once I unlocked them I can switch to them whenever.
 * 44) True advertising and leading appear both inside and outside the game:
 * 45) * Circle Xine and Nintendon't provide trailers from the game, which are dedicated to the Nintendon't Button version, where the gameplay is actually not from other versions, because the Button version doesn't differ in the quality of graphics and stability, making Button owners feel uncheated. Additionally, on the Nintendon't e-Shop digital platform, there are six screenshots that come from the cutscenes, showing anything at all related to the gameplay.
 * 46) * As Slowly Team creates the Slowly the Turtle series, where Slowly actually plays the main role, this game is the complete opposite. Although the name of the company and the title of the game suggest that Nalab won't be the main character, it turns out to be completely leading. In fact, the main role is played by children named Oel Giarc or Amme Eloc if I choose one of them, but Nalab is only playable in the QTE sections.
 * 47) There's a plot at all at least, in the game itself. It was discovered that this game does have a backstory as to what's happening but I don't have to buy the book, Nalab Miseryland: Maestro of Mystery, Theatre of Blunders, to even know what's happening, which is understandable. What's better is that I don't have to pay an extra $10 just to know what's happening in a game, which was $60 upon release.
 * 48) * So this is the plot. Nalab Miseryland mostly takes place in the Nalab Theater, a magical realm overseen by a mysterious being called Nalab. The Nalab Theater appears when one's heart loses its Balance, and connects to Miseryland, a realm merging reality and fantasy created from memories and hearts. The protagonists are two children called Oel Giarc and Amme Olec. Both are troubled; Oel isolates himself from social contact due to an argument with a friend years before, while Amme suffers from anxiety about what others might be saying behind her back. Both are drawn into the Nalab Theater, and travel through twelve worlds born from the hearts of troubled adults and children alike. Oel and Amme are opposed by Lance, a counterpart to Nalab who commands the Negati, monsters born from the darkness of Miseryland's visitors and is turning the troubled adults and children into bosses of the game. After completing all twelve worlds and freeing the inhabitants of their burdens, Nalab opens a portal for the chosen character to fight Lance. Upon his defeat, Lance is briefly shown in his true less menacing form before the Negati drags him into their realm. Nalab then bids farewell to all of Miseryland's visitors, though Oel and Amme's farewell is touching enough that he sheds a tear and shows them his real form; a human-like being similar to Lance in appearance. Oel and Amme are returned to the real world and face their problems; Oel connects with a dancing group he had previously shunned, while Amme learns of a birthday party thrown for her that her servants were keeping secret. The ending credits show stills of Miseryland's visitors reuniting in the real world watched over by Nalab.
 * 49) * This would be more or less fine except for one thing: ALL OF THIS IS EXPLAINED IN THE GAME PERIOD! In-game, the plot boils down to Oel leaving the playing field and Amme leaving the castle, where they both find one of the Mits, who leads to the theater where Nalab is located. Nalab then begins a show of the eponymous "Miseryland", accompanied by Mits, where he leads the main characters to Miseryland. At the end of the game, there is a typical happy ending, where the entire crew of the two children you control, the rescued people, Nalab, and Ecnal in a good form will assemble, where everyone is later leaving the theater, until eventually, both kids return to the same place where they both came from, except in a better mood.
 * 50) ** Even with this context, the characters have personalities at all. The main characters especially are ungeneric and memorable kids who are not even mentioned in the title of the game.
 * 51) ** What doesn't help is how incredibly little dialogue the game has, with only Nalab speaking throughout the entire game, while the rest of the characters at most make no noise.
 * 52) The costumes, the main indicator of this game, is a complete disappointment in several respects, mainly because of how they have limited actions combined with the strange direction of the game controls, but also there are many useless and unnecessary costumes. There are those who have one duplicated action. The most pointless costumes are the ones that won't even let you jump, in a platforming game, where jumping is a common action. Examples of poorly done and duplicated costumes include:
 * 53) * Elastiplant: You play as a sunflower costume in which you stretch your body upwards, but it doesn't let you jump and just lifts you up slightly when you let go of the action button. It is abysmal in sections when you need to attack an enemy, and is completely useless in platform sections.
 * 54) * Dainty Dragon: A costume depicting a dragon that is the most useless dragon in video game history. Its shooting distance is pathetic, no matter how much you shoot, the effect will remain the same. The dragon cannot move for awhile while shooting or throwing, which can result in the loss of a costume if the enemy attacks you. At worst, it is the second costume that does not allow you to jump.
 * 55) * Jellyjolt and Dynamic Dolphin: Both have the ability to swim on the water that is designed to put you on the way to the level crossing. The only difference is that the Dynamic Dolphin is able to descend while swimming (as only he can), while the Jellyjolt is more useful for combat than for its main action.
 * 56) * Bubble Blower: A costume that activates a bubble under you that moves terribly slowly but breaks after a few seconds. For the rest of the game, it is absolutely terrible due to the limitations of the costume.
 * 57) * Telepotter: Completely unnecessary and weak costume that is absolutely not suitable for platforming and combat elements. It is used to teleport only a few centimeters forward; however, it has little or even no impact on the further progress of the game.
 * 58) * Lovely Lantern: The costume serves only under the lighting of the nearest place, but suffers from even more cumbersome and slower controls, which makes it woefully ineffective for the rest of the game.
 * 59) * Web Wrangler: A costume where you play a role as a spider that just climbs a spider web, while in combat it is terribly uninvolved as it hasn't been given any combat-related power to it. The possibility for him to throw a spider web (which will be useful for its combat) hasn't even been added, which shows that this spider is completely soulless and artificial.
 * 60) * Itsy-Bitsy Elf: It is useless in platforming and in combat due to its height, so it only serves to get into places unavailable to other costumes that contain several Drops.
 * 61) * Box Fox: Easily the worst and utterly useless costume. As the name implies, it is a fox costume that automatically turns into a box, in which you have no control, including stopping it and twisting it to a different side. The creation of such a costume will be a mystery for the next millennium.
 * 62) * Happy Horn and Amadeus: Costumes that don't make any sense whatsoever and have little to do with a movement or combat upgrade, only have the ability to start a section of a short concert that rewards a few Drops.
 * 63) * Guardian Bird: It is a bird costume that appears to be slow and the combat is clunky and unsatisfying, as the action it uses is used under the same buttons as the jump, which is an underwhelming and pointless combination. There are times when its shot is missed, even though you hit him, resulting in a poor shooting distance.
 * 64) * Lickshot Lizard: Another non-jump costume, this time played as a chameleon that only can shoot its tongue at the objects it needs to target in hopes of passing the game. In combat, it is absolutely horrendous, because even with its tongue, it cannot attack.
 * 65) * Lucky Egg and Lucky Bird: Lucky Egg is a costume that shows a chicken almost hatched from an egg, which only has a magnet at its disposal, attracting Drops. In terms of combat elements and platform, it is completely pointless. The situation is similar with Lucky Bird, except that it is not partially in the egg.
 * 66) * Pumpkin Puncher and Paladin Puncher: Pumpkin Puncher is a pumpkin costume distinguished by the fact that it has body parts. Its only ability is to punch. In combat elements, it might be decent, due to its punching distance, but in platform elements, as befits a costume with jump allergy, is abysmal. The Paladin Puncher has a similar ability to the previously mentioned costume, except that the punch distance is much weaker, making the latter pointless.
 * 67) * Lethal Vacuum Blaster and Vacuum Blaster: The most cynical costumes in which you play as a vacuum cleaner that can only suck Drops and enemies out. They are completely unnecessary in the rest of the game, and they only show the humor of the developers. They are the next costumes for which the jump is impossible to do and are distinguished only by their appearance.
 * 68) * Laser Launcher and Quad Cannon: In the case of Laser Launcher, you are a robot that can shoot lasers while you are standing still. It is generally useless due to its shockingly bad actions and does not affect the gameplay at all. The only redeeming trait is that it can jump, due to the fact that the main action does not require an action button. It is exactly the same with the Quad Cannon, except that it is one of the chess pieces that shoot the balls.
 * 69) * Speedy Cheetah: A cheetah costume that has a power that allows you to sprint automatically, but can get in the way in some situations, especially in places with the most abysses.
 * 70) * Hardy Hammer: A poorly made costume that you can hardly ever need, except when destroying objects impossible by other costumes. This costume is frustrating due to the slower movement and, like the mass of other costumes, it has no idea what jumping is.
 * 71) * Frost Giant: Once again, a costume that has no idea what a jump is. In terms of combat, it is more useful because it will freeze opponents in ice with the snow it spits out of its mouth. However, the costume does not affect the walkthrough at all.
 * 72) * Lethal Laser Launcher: A costume that never saw a jump. Its handling is cumbersome, due to a very slow movement, and shooting is not at all satisfactory, as it cannot be controlled during the shot.
 * 73) * Rail Runner: A costume useful only during running on a train rail. For the rest of the game, it's completely redundant as it doesn't get any upgrades for jumping or combat.
 * 74) * Happy Blaster: A costume that is completely redundant and does not affect the progress of the game. All it can do is explode to the distance indicated by the game, and the jump is utterly avoided.
 * 75) * Slow Tortoise: A costume that has completely wasted potential, because it is another costume that does not allow for the basic element of the platformer, which is the jump, and is useless in terms of combat. The only thing that can redeem it is that it has the ability to slow down objects, which is useful in some situations.
 * 76) * Moon Walker: Absolutely redundant costume that only exists to add more costumes. This in no way affects the progress of the game and does not receive any upgrades for the rest of the aspects. The only thing it can do apart from the basic jump is stopping the world, but it's pretty useless as there is absolutely no difference in terms of gameplay.
 * 77) * Inky Blaster: A costume that has not learned to jump. The only thing he does is paint with his balls, which is only useful for the Chapter Ten walkthrough, but it's completely unnecessary for the rest of the game.
 * 78) * Sneaky Lizard: A costume that is not only useless in the platforming elements, due to its lack of abilities like a jump, but also in combat. The only thing it will ever do is teleport to Drops.
 * 79) * Double Trouble and Air Double Trouble: Clone-forming costumes that only lasts a dozen seconds. Overall, they are completely unnecessary due to how poorly it works in terms of platform and combat elements. Air Double Trouble differs only in that the clone can fly, but it is not needed to complete the game.
 * 80) * Key Mouse: A costume that plays as a mouse with a key on its tail that allows the costume crystal to be opened without the usual key you are looking for. In other cases, it is unnecessary.
 * 81) * Water Blaster: A hydrant-like costume to defeat lava with the help of spherical water, flying from the hand. The shooting itself is terrible as you don't control the shot, only the power-up itself is fired directly, which in some cases results in it not always going where you want it most. In other cases, it is completely inept, due to the inability to jump and is useless in combat.
 * 82) * Iron Apollo and Airy Apollo: Two of the worst costumes ever made. In the case of Iron Apollo, you become a rocket that moves and flies up unimaginably slow compared to the speed of a turtle. This makes the costume completely useless in general, both in combat and in platform elements. The exact same situation is with Airy Apollo, who shares the same skill and utility level, except that you are not a rocket, but an astronaut.
 * 83) * Flame Blaster: A costume reminiscent of Shadow the Hedgehog, only this one has a fear of jumping. His flame missiles are fired from his hands, which can bounce off the floor, making them turn at moments in the direction you don't want.
 * 84) * Invisible Man: The name itself suggests that you will be invisible; however, in this game, it is more disturbing than helping, especially in dark levels. In platform elements, it also leaves a lot to be desired, often leading to cheap deaths due to the fact that you can barely notice a shadow while jumping.
 * 85) * Jolt Tiger: A tiger costume that is also not gifted with a jump. Instead, it activates a shield that is barely useful as the enemies themselves do not appear often and can be quickly changed to a different costume.
 * 86) * Sun Walker: A costume depicting the sun with a body. Its ability is to stop all objects so they can't move at all, but it's only triggered when you're standing still, making it useless. You do not even use this power with the action button.
 * 87) The level design is shabby, boring, seems unfinished, and at worst looks like it was designed by a college student in two weeks. The levels are short, there are too few details, they do not pose any challenge to traversing the platform elements, which are not so much here for the standards of this genre. The worst offender is Chapter One, which is so monstrously blandly designed that it literally looks like if it was designed in less than one month.
 * 88) * Some levels are poorly programmed; in Chapter 8: Act 2 - The Lady Too Scared to Love, you can pass through the trees and jump in a part where you can skip all the level until you reach the goal . With this glitch, you can complete this level without needing a costume to solve the puzzles in the level. It sounds like no one could even program a single invisible wall to prevent players from cheating by cutting paths.
 * 89) * It was later revealed that all this was because an AI algorithm was used in order to take into consideration of the difficulty, costume placement, and enemy spawns within every level.
 * 90) The game may be easy, but to some extent, it causes artificial difficulty.
 * 91) * In this game, if you get hit once, you lose one of the three costumes you already have. If that wasn't enough, after losing the costume that accompanied you during the game, you cannot choose that lost costume in the menu related to costumes, you are forced to choose another costume. In order to get it back, go and luckily find a crystal that will give you a random costume or restart the level.
 * 92) * There are situations where, due to your decision, you will be left with one costume that will not allow you to jump in a place where the jump is necessary to pass, which results in preventing the passage of the level at this point, until you die and go back to the wardrobe to choose a more useful costume.
 * 93) The mini-games are boring and repetitive. Overall, they feel like they've been put in just to keep you from experiencing the platforming levels themselves, which aren't fun on their own.
 * 94) * Nalab, the most distinctive character, so praised by the developers due to their studio name and their gaming masterclass, is treated as a side character. The only way you get the chance to play as Nalab is in a boring and repetitive quick time events mini-game. When you find a large golden hat with a hiding Nalab, a mini-game starts where you control Nalab and go through four rounds of quick-time events, in which you have four times to tap or mash one button, when Nalab's shadow lines up with him. This mini-game is repeated almost fifty times with pitifully little variation.
 * 95) * The sports mini-games are a tad disappointing, mainly because there are too few of them and they are repetitive. There are only four mini-games that are available through the crystal that generates the costumes, which consist of:
 * 96) ** Football: The mini-game is unlocked through the Footballer costume. The task is to make you kick a ball at square vertical wall tiles, avoiding the wooden Nalab imitation. It gets boring quickly as it has no other content and any variety.
 * 97) ** Golf: The mini-game is unlocked through the Golfer costume. The rules are the same as in ordinary golf; it consists of hitting the ball in the designated hole. The mini-game is annoying because of how close the goal is, which can make you hit too hard often.
 * 98) ** Bowling: The mini-game is unlocked through the Bowler costume. It follows the same rules of regular bowling, except there are pins with pasted Nalab faces. This mini-game is boring as it has no variety, just regular pins with different patterns.
 * 99) ** Baseball: It follows the rules of baseball, but in this game, you bounce the ball to hit the vertical tiles.
 * 100) Collecting Drops is completely irrelevant as they do not affect the gameplay at all. It's practically useful only in the situation of feeding the Tims, which are used to build structures with the help of the windmill on which they crawl. These structures themselves only exist as decorations and other things from the Isle of Tims are simply pointless.
 * 101) Tims are poorly executed in the levels you are heading for in a given Chapter. On the one hand, they find a few Drops or eggs, but on the other, they are extremely weak when it comes to combat, because they cannot defeat the enemies, but only touch them. Besides, Tims are very often eaten by a live aggressive plant, falling into it without making any effort to free themselves from it, only you must defeat a plant to rescue Tims. They apparently are designed for a farm, which itself is redundant, as mentioned earlier.
 * 102) Bosses are disappointing at times because of their health, limited to three lives, which is the same as mini-bosses have. Also, the fight with them is not the longest, which lasts shorter than cutscenes before and after the boss fight.
 * 103) The number of levels is pathetically small, especially compared to many modern platformers like Crash Bandicoot 4: It's About Time. That game had 100 levels, while Nalab Miseryland in every Chapter has two platform levels, and a boss, having a total of 37 levels if you count all 24 platform levels and 13 bosses. All this means that you will complete the game in less than 10 hours, which is a result shorter than in the previously discussed game.
 * 104) The game, although it is aimed at children from different worlds, offering many languages to choose from, the voices are only done in the game's own language, which is known as "Nalabese", uses English words pronounced backwards and some Japanese words too. The average player wouldn't mind at all for role-playing games, but in platform games, it is pointless and only makes it that children are forced to read dialogues in a language that's made up. It is worth recalling that there are several Japanese companies that release platformers with English voices from under their hands, which has always been a staple in Sega and Nintendon't games.
 * 105) The game was extremely overpriced on the release, as it used to cost a whopping $60, but this price is not in line with the quality of the game that was treated by the producers. It currently costs $40, but still not worth that much money. The most adequate price for this game should be $10 or less.
 * 106) Absolutely terrible release: The game was released at an inopportune time, especially since on the same day two large gaming companies also released their one game, including Capcom and their Monster Hunter Rise, and Electronic Arts released It Takes Two, and both games were critically acclaimed and sold fantastically. While this game definitely didn't stand a chance due to the demo disclosure which completely killed all hope of the game, especially since Circle Xine didn't even delayed and many people could expect a game that was doomed to start from the outset.

Bad Qualities

 * 1) The game cinematics are absolutely gorgeous, incredible, and surprisingly good. They are so wonderful that they almost resemble a movie by mh:greatestmovies:Pixar or mh:greatestmovies:DreamWorks Animation. The reason for this is because Circle Xine's subsidiary Visual Works was responsible for the cinematics. They have worked with them to create rendered cutscenes for their games in the past. There is a certain chance that a lot more budget was allocated here than for the game itself.
 * 2) * Speaking of cutscenes and the fact that they are extremely well-kept, the game has both versions of the first cutscene at your disposal, both Oel, who is in the playing field, and Amme, who is in the castle. They can also differ in the color of the skin and hair you choose in character selection, and the version of your character appears in pre-rendered cutscenes.
 * 3) * After defeating each boss, there are in-game cutscenes where a dance show takes place, with the NPCs, the main character, and the rescued person. This is a nice addition as the game mostly takes place in a theater where music also plays a major role.
 * 4) * Depending on your point of view, the ending can be very sad, since all the characters come to see Nalab and empathize with him, when the characters leave, Oel and Amme hug Nalab sadly and Nalab reveals his face that is pretty handsome, but the wind prevents Amme and Oel from returning to the real world, Nalab picks up the gem that had dropped a tear and Amme and Oel return to the real world.
 * 5) ** Oel's, when he sees boys I see before, Oel and with the boys dance in the park, and Oel throws the basketball and in the basketball session, and Oel is entertained and proud.
 * 6) ** Amme's, when Amme enters the castle and sees the girls after she was depressed, she greets them but a girl takes Amme and all the girls in the castle threw her a birthday party, and Amme in everything they did, I see the cake with her face and she cries when she sees the cake and they give her gifts.
 * 7) The soundtrack is wonderful, especially the songs Clocktower, Grassland, and Winter, which are both enjoyable to listen to, but also relevant to the vibe. The best songs you can hear in its cutscenes, both pre-rendered and created on the game engine.
 * 8) The character designs are very nice and creative, especially Nalab who has a hat with vivid eyes attached to them, as is the case with many costumes who can look adorable on one side, and crazy on the other. All this shows that this easily noticeable style of characters must have been done by Naoto Ohshima, as already proved in the case of Slowly the Hedgehog and Dr. Eggman, despite the outdated graphics.
 * 9) * Speaking of designs, the characters themselves are endearing and charming, an example is Nalab, who is an easy-to-like character to please and is the most interesting and the coolest, another example is the Tims, who are not only the most adorable, but which are "living stuffed animals".
 * 10) Bosses are pretty good as you can defeat them in several ways, with the best being the final boss. The fights themselves are quite interesting, because they don't do the same thing over and over again, but sometimes they try to attack in a few other ways like you defeat them. Despite this, they are flawed, as discussed in WIS #17.
 * 11) Some costumes are actually good, especially the ones that have useful action and allow you to jump. There are many helpful costumes that affect the completion of the game, especially the Gear Prince, Tornado Wolf, and even some of the useless ones dedicated to any Chapter.
 * 12) * There is even a Nalab outfit. To do it, you have to recomplete the levels to get rainbow gems, on the island of the Tims, you must feed many the Tims, after feeding the Tims, they will be enlarged with 3 gems stuck in their belly, you must get a Tim too white color with a crown, and then you throw it on the statue, and the giant Tim comes to life and sends you an extra Nalab suit, and best of all, with this suit you can explore all the levels by flying infinitely, resulting in a surprisingly good suit to use.

Critical reception
Nalab Miseryland was met with mostly negative reception from critics and users alike. The game has been widely criticized for its level design, technical issues, design choices, controls, costumes, and performance, while the soundtrack, character design, and cutscenes were largely praised.

According to Metacritic, the game received "generally unfavourable reviews" on most of platforms, and "mixed or average reviews" on the PlayStation 5 version. Moreover, it has been accused on Metacritic that positive user reviews consist of bots, featuring similar writing style, and randomly generated usernames that look similar, and they have reviewed only one game on their accounts, which is Nalab Miseryland.

On OpenCritic, the game received a rating of "Weak", an average score of 49/100 and a 10% critics recommend, based on 69 reviews.

Metro gave for Nalab Miseryland a 4/10, saying "A slightly embarrassing attempt to recall the early days of 3D platforming, with a central gimmick that never really captures the imagination and clunky controls and gameplay."

Giving Nalab Miseryland a 3/10, Nintendon't Life's Mitch Vogel considered the game as "a waste of your time". He criticized the performance, level design, and gameplay, while he praised the graphics. Alex Olney made the video version of Vogel's review, though he didn't always agree with the lead reviewer in terms of graphics he found "atrocious". Alex considered Nalab Miseryland as one of the worst games he had played in years. Sister websites, Push Square and Pure Xbox gave the same score for Nalab Miseryland.

Cameron Bald from Pocket Tactics gave a 2/10, describing the game as "an otherworldly disaster". According to the reviewer, the game is "tedious to play, visually repellent, and – at least on Switch – stomach-churning to control".

The game is not only a failure in the press, but also in terms of sales. According to PlayStation LifeStyle, the game flops in Japan, selling less than 2,100 copies in its first week. The game failed to hit the top 30 in the Nintendon't eShop charts in both Japan and North America, and this week's UK charts show that the game didn't manage to break into the top 40, being outsold by plenty of titles that have been sitting in the charts for over 100 weeks. Due to its demo, which was met with a negative reception and the fact that Monster Hunter Rise and It Takes Two were released on the same day, it resulted in sales incomparably lower in comparison to both other games.

It was Ijuy Akan's last video game ever developed, announcing his retirement due to his age, leaving Circle Xine a month after the game's release.

Trivia

 * This is currently the largest page on this wiki, having 0 bytes as of the current revision.
 * The Drops collecting sound effect was inspired by the game called Nights into Dreams, another video game in which Ijuy Akan was involved.
 * Ijuy Akan stated that publisher Circle Xine has only given him one chance to develop a platform game that will depend on sales and critical reception. With reception and sales below expectations, there will certainly never be a sequel, and the Nalab Company brand has been quietly discontinued.
 * On March 26, 2021, both other games were released, including Monster Hunter Rise and It Takes Two.
 * It is likely that Circle Xine hired Tsezra to develop the game, due to the fact that Ijuy Akan's friends are working on this company, who used to work with him back in times, when they used to be employeed at Sega.

Videos
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