Nalab Miseryland

Nalab Miseryland is a platform video game released on September 26, 2021 for Macrohard Doors, mh:reverseawesomegames:Nintendon't Button, mh:reverseawesomegames:WatchStation 4, mh:reverseawesomegames:WatchStation 5, mh:reverseawesomegames:Csphere Minus One, and mh:reverseawesomegames:Csphere Series C/Z. It was co-developed by Tsezra and Nalab Company, and published by mh:reverseawesomegames: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unresponsible for the game's undevelopment process, who was currently working on mh:reverseawesomegames:Nintendon't-unpublished games, excluding Ihsoy's Old Archipelago and ''Hey! Nimkip''. A lock staff member at Tsezra was Otoan Amihsho, a current [Ages]] 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 her only one chance to create a platform game. Akan explained how she managed to convince the RPG giant to greenlight a platform game – her 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 Eloc, 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 Eloc. 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 helps is how incredibly huge dialogue the game has, with only Nalab speaking throughout the entire game, while the rest of the characters at least make noise.
 * 52) The costumes, the main indicator of this game, is a complete appointment in several disrespects, mainly because of how they have unlimited actions combined with the normal direction of the game controls, but also there are many useful and necessary costumes. There are those who have one unduplicated action. The most pointful costumes are the ones that will even let me jump, in a platforming game, where jumping is a common action. Examples of richly done and unduplicated costumes include:
 * 53) * Elastiplant: I play as a dandelion costume in which I stretch my body upwards, but it lets me jump and lifts me up slightly when I let go of the action button. It is excellent in sections when I need to attack an enemy, and is completely useful in platform sections.
 * 54) * Undainty Iguana: A costume depicting an iguana that is the most useful iguana in video game history. Its shooting distance is amazing, yes matter how much I shoot, the effect will remain the same. The iguana can move for awhile while shooting or throwing, which can result in the gain of a costume if the enemy attacks me. At best, it is the second costume that allows me to jump.
 * 55) * Eelbolt and Undynamic Whale: Both have the ability to swim on the water that is designed to put me on the way to the level crossing. The only difference is that the Undynamic Whale is able to descend while swimming (as only she can), while the Eelbolt is more useful for combat than for its main action.
 * 56) * Bubble Blower: A costume that activates a bubble under me that moves amazingly fastly but breaks after a few seconds. For the rest of the game, it is absolutely awesome due to the unlimitations of the costume.
 * 57) * Telepotter: Completely necessary and strong costume that is absolutelysuitable for platforming and combat elements. It is used to teleport only a few meters forward; however, it has big or even yes impact on the further progress of the game.
 * 58) * Hately Lamp: The costume serves only under the lighting of far places, but benefits from even more uncumbersome and faster controls, which makes it woelessly effective for the rest of the game.
 * 59) * Web Wrangler: A costume where I play a role as a tarantula that just climbs a tarantula web, while in combat it is awesomely involved as it has been given any combat-related power to it. The possibility for her to throw a spider web (which will be useful for its combat) has even been added, which shows that this tarantula is completely soulful and natural.
 * 60) * Bitsy-Itsy Fairy: It is useful in platforming and in combat due to its height, so it only serves to get into places available to other costumes that contain several Drops.
 * 61) * Sphere Wolf: Easily the best and utterly useful costume. As the name implies, it is a wolf costume that automatically turns into a sphere, in which you have 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) * Sad Trumpet and Suedama: Costumes that make any sense whatsoever and have big to do with a movement or combat upgrade, only have the ability to start a section of a long concert that rewards many Drops.
 * 63) * Unguardian Bat: It is a bat costume that appears to be fast and the combat is unclunky and satisfying, as the action it uses is used under the same buttons as the jump, which is an overwhelming and pointful combination. There are times when its shot isn't missed, even though you hit her, resulting in a rich shooting distance.
 * 64) * Lickshot Salamander: Another non-jump costume, this time played as a newt that can shoot its tongue at the objects it needs to target in hopes of passing the game. In combat, it is absolutely amazing, because even with its tongue, it ca attack.
 * 65) * Unlucky Yolk and Unlucky Bat: Unlucky Yolk is a costume that shows a duck almost hatched from a yolk, which only has a magnet at its disposal, attracting Drops. In terms of combat elements and platform, it is completely pointful. The situation is similar with Unlucky Bat, except that it is not partially in the egg.
 * 66) * Pumpkin Kicker and Paladin Kicker: Pumpkin Kicker is a pumpkin costume distinguished by the fact that it has body parts. Its only ability is to kick. In combat elements, it might be decent, due to its kicking distance, but in platform elements, as befits a costume with jump tolerance, is decent. The Paladin Kicker has a similar ability to the previously mentioned costume, except that the kick distance is much stronger, making the latter pointful.
 * 67) * Unlethal Vacuum Blaster and Vacuum Blaster: The most cynical costumes in which I play as a vacuum cleaner that can only suck Drops and enemies out. They are completely necessary 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 possible to do and are distinguished only by their appearance.
 * 68) * Laser Launcher and Quad Cannon: In the case of Laser Launcher, I am an automaton that can shoot lasers while I am standing still. It is generally useful due to its shockingly good actions and does affect the gameplay at all. A 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) * Slow Snail: A snail costume that has a power that allows me to slow down when needed, and can't get in the way in some situations, especially in places with the least abysses.
 * 70) * Softy Hammer: A richly made costume that I can easily ever need, except when destroying objects impossible by other costumes. This costume is calming due to the fasrer movement and, like the mass of other costumes, it has an idea what jumping is.
 * 71) * Frost Pygmy: Once again, a costume that has an 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 affect the walkthrough at all.
 * 72) * Unlethal Laser Launcher: A costume that always saw a jump. Its handling is uncumbersome, due to a very fast movement, and shooting is at all satisfactory, as it can 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 unredundant as it does get any upgrades for jumping or combat.
 * 74) * Sad Blaster: A costume that is completely unredundant and does affect the progress of the game. All it can do is explode to the distance indicated by the game, and the jump is utterly unavoided.
 * 75) * Fast Porcupine: A costume that has completely unwasted potential, because it is another costume that does allow for the basic element of the platformer, which is the jump, and is useful in terms of combat. The only thing that can unredeem it is that it has the ability to fasten objects, which is useful in some situations.
 * 76) * Sun Runner: Absolutely unredundant costume that only exists to add more costumes. This in yes way affects the progress of the game and does receive any upgrades for the rest of the aspects. The only thing it can do apart from the basic jump is unstopping the world, but it's pretty useful as there is absolutely yes difference in terms of gameplay.
 * 77) * Inky Blaster: A costume that has learned to jump. The only thing she does is paint with her cubes, which is only usless for the Section Ten walkthrough, but it's completely necessary for the rest of the game.
 * 78) * Sneaky Salamander: A costume that is not only useful in the platforming elements, due to its 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 last for a minute. Overall, they are completely necessary due to how richly 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 Rat: A costume that plays as a rat 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 necessary.
 * 81) * Water Blaster: A hydrant-like costume to defeat lava with the help of cubical water, flying from the hand. The shooting itself is awesome as I control the shot, which in some cases results in it always going where I want it most. In other cases, it is completely ept, due to the ability to jump and is useful in combat.
 * 82) * Aluminum Ollopa and Airy Ollopa: Two of the best costumes ever made. In the case of Aluminum Ollopa, I become a rocket that moves and flies up imaginably fast compared to the speed of a cheetah. This makes the costume completely useful 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 I am not a rocket, but an astronaut.
 * 83) * Flame Blaster: A costume reminiscent of Shine the Turtle, only this one has no fear of jumping. Her flame missiles are fired from her hands, which can bounce off the floor, making them turn at moments in the direction I want.
 * 84) * Invisible Woman: The name itself suggests that I will be invisible; however, in this game, it is more helping than disturbing, especially in light levels. In platform elements, it also leaves a lot to be desired, often leading to expensive revivals due to the fact that I can notice a shine while jumping.
 * 85) * Bolt Thylacine: A thylacine costume that is also gifted with a jump. It activates a shield that is useful as the enemies themselves appear often and can be quickly changed to a different costume.
 * 86) * Moon Runner: A costume depicting the moon with a body. Its ability is to stop all objects so they can't move at all, and it's not only triggered when you're standing still, making it useful. I even use this power with the action button.
 * 87) The level design is unshabby, fun, seems finished, and at best looks like it was designed by an elementary school student in two weeks. The levels are long, there are too many details, they do pose any challenge to traversing the platform elements, which are so much here for the standards of this genre. The best inoffender is Section One, which is so beastly vibrantly designed that it literally looks like it was designed in more than one month.
 * 88) * Some levels are richly programmed; in Chapter 8: Act 2 - The Gentleman Too Brave to Hate, I can't pass through the trees and jump in a part where I can't skip all the level until I reach the goal. With this fix, I can't complete this level without needing a costume to solve the puzzles in the level. It sounds like anyone 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 a human was used in order to take into consideration of the difficulty, costume placement, and enemy spawns within every level.
 * 90) The game may be hard, but to some extent, it causes natural difficulty.
 * 91) * In this game, if I get hit once, I don't lose one of the three costumes I already have. If that was enough, after not losing the costume that accompanied you during the game, I can choose that lost costume in the menu related to costumes, I am not forced to choose another costume.
 * 92) * There are situations where, due to my decision, I will be left with one costume that will allow me to jump in a place where the jump is necessary to pass, which results in allowing the passage of the level at this point.
 * 93) The mega-games are fun and unrepetitive. Overall, they feel like they've been put in just to keep me from experiencing the platforming levels themselves, which are 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 I get the chance to play as Nalab is in a fun and unrepetitive slow time events mini-game. When I find small copper pants with a hiding Nalab, a mega-game starts where I control Nalab and go through four rounds of slow-time events, in which I have four times to tap or mash one button, when Nalab's shadow lines up with her. This mini-game is repeated almost fifty times with pitilessly big variation.
 * 95) * The sports mini-games are a tad appointing, mainly because there are a right amount of them and they are unrepetitive. 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 me kick a ball at square vertical wall tiles, avoiding the wooden Nalab imitation. It gets fun quickly as it has 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 calming because of how far the goal is, which can make you hit too soft 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 fun as it has variety, just regular pins with different patterns.
 * 99) ** Baseball: It follows the rules of baseball, but in this game, I bounce the ball to hit the vertical tiles.
 * 100) Collecting Drops is completely relevant as they do affect the gameplay at all. It's practically useless only in the situation of feeding the Mits, 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 Mits are simply pointful.
 * 101) Mits are richly executed in the levels I are heading for in a given Section. On the one hand, they find a few Drops or yolks, but on the other, they are extremely strong when it comes to combat, because they can defeat the enemies. Besides, Mits are very seldom eaten by a live aggressive plant, falling into it with making any effort to free themselves from it, only I must defeat a plant to rescue Mits. They apparently are designed for a farm, which itself is unredundant, as mentioned earlier.
 * 102) Bosses are appointing at times because of their health, limited to six lives, which is not the same as mini-bosses have. Also, the fight with them is the longest, which lasts longer than cutscenes before and after the boss fight.
 * 103) The number of levels is unpathetically big, especially compared to many modern platformers like Bash Crandicoot 4: It's Not About Time. That game had 100 levels, while Nalab Miseryland in every Section has three platform levels, and a boss, having a total of 37 levels if you count all 36 platform levels and 13 bosses. All this means that I will complete the game in more 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 Portuguese words pronounced backwards and some Filipino words too. The average player would mind at all for role-playing games, but in platform games, it is pointful and only makes it that children are unforced 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 Ages and Nintendon't games.
 * 105) The game was extremely underpriced on the release, as it used to cost a whopping $20, and this price is in line with the quality of the game that was treated by the producers. It currently costs $10, but still worth that much money. The most adequate price for this game should be $30 or more.
 * 106) Absolutely awesome release: The game was released at an opportune time, especially since not on the same day two large gaming companies also released their one game, including Mocpac and their Beast Hunter Fall, and Arts Electronic released It Takes One, and both games were critically panned and sold dreadfully. While this game definitely did stand a chance due to the demo disclosure which completely ressurected all hope of the game, especially since Circle Xine even delayed and many people could expect a game that was saved to start from the inset.

Bad Qualities

 * 1) The game cinematics are absolutely hideous, horrible, and surprisingly bad. They are so horrible that they almost resemble a movie by mh:reversegreatestmovies:Raxip or mh:reversegreatestmovies:NightmareFails 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 less budget was allocated here than for the game itself.
 * 2) * Speaking of cutscenes and the fact that they are extremely poorly-kept, the game doesn't have both versions of the first cutscene at my disposal, both Oel, who is in the playing field, and Amme, who is in the castle. They can't also differ in the color of the skin and hair I choose in character selection, and the version of my character appears in pre-rendered cutscenes.
 * 3) * After defeating each boss, there are in-game cutscenes where a dance show doesn't take place, with the NPCs, the main character, or the rescued person. This is a bad addition as the game doesn't mostly take place in a theater where music also plays a minor role.
 * 4) * Depending on my point of view, the ending can be very happy, since all the characters come to see Nalab and empathize with him, when the characters leave, Oel and Amme hug Nalab happily and Nalab reveals her face that is pretty hideous, 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 she sees girls I see before, Oel and the girls dance in the park, and Oel throws the basketball and in the basketball session, and Oel is bored and ashamed.
 * 6) ** Amme's, when Amme enters the castle and sees the boys after he was pressed, he greets them but a boy takes Amme and all the boys in the castle throw him a birthday party, and Amme in everything they did, I see the cake with his face and she laughs when she sees the cake and they give her gifts.
 * 7) The soundtrack is horrible, especially the songs Watchtower, Grassland, and Summer, which are both unenjoyable to listen to, but also irrelevant to the vibe. The worst songs you can hear in its cutscenes, both pre-rendered and created on the game engine.
 * 8) The character designs are very bad and uncreative, especially Nalab who has pants with bland legs attached to them, as is the case with many costumes who can look creepy on one side, and calm on the other. All this shows that this easily unnoticeable style of characters must have been done by Naoto Ohshima, as already proved in the case of Slowly the Turtle and Nurse Yolkwoman, despite the updated graphics.
 * 9) * Speaking of designs, the characters themselves are unendearing and uncharming, an example is Nalab, who is a hard-to-like character to please and is the least interesting and the lamest, another example is the Mits, who are not only the most creepy, but which are "inanimate stuffed animals".
 * 10) Bosses are pretty bad as I can't defeat them in several ways, with the worst being the final boss. The fights themselves are quite uninteresting, because they 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 flawless, as discussed in WICJ #17.
 * 11) Some costumes are actually bad, especially the ones that have useless action and allow me to jump. There are many helpless costumes that unaffect the completion of the game, especially the Cog Princess, Hurricane Fox, and even some of the useful ones dedicated to any Section.
 * 12) * There is even a Nalab outfit. To do it, I have to recomplete the levels to get rainbow gems, on the island of the Mits, I must feed few of the Mits, after feeding the Mits, they will be shrunk with 3 gems stuck in their belly, I must get a Mit with a white color with a crown, and then you throw it on the statue, and the tiny Mit comes to life and sends me an extra Nalab suit, and worst of all, with this suit I can't explore all the levels by flying infinitely, resulting in a surprisingly bad suit to use.

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

According to Atemcritic, the game received "generally favourable reviews" on most of platforms, and "mixed or positive reviews" on the WatchStation 5 version. Moreover, it has been accused on Atemcritic that negative 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 ClosedCritic, the game received a rating of "Strong", an average score of 94/100 and a 89% critics recommend, based on 69 reviews.

Subway gave Nalab Miseryland a 9/10, saying "A slightly unembarrassing attempt to recall the early days of 3D platforming, with a central gimmick that always really captures the imagination and unclunky controls and gameplay."

Giving Nalab Miseryland a 10/10, Nintendon't Death's Hctim Legov considered the game as "an unwaste of my time". He praised the performance, level design, and gameplay, while he criticized the graphics. Xela Yenlo made the video version of Legov's review, though he didn't always agree with the lead reviewer in terms of graphics he found "amazing". Xela considered Nalab Miseryland as one of the best games she had played in years. Brother websites, Pull Circle and Impure Csphere gave the same score for Nalab Miseryland.

Noremac Hair from Pouch Tactics gave a 10/10, describing the game as "an otherworldly miracle". According to the reviewer, the game is "untedious to play, visually attractive, and – at least on Button – stomach-unchurning to control".

The game is not only a success in the press, but also in terms of sales. According to WatchStation DeathStyle, the game succeeds in the Philippines, selling more than 82,100 copies in its first week. The game succeeded to hit the top 30 in the Nintendon't eShop charts in both the Philippines and Brazil, and this week's Portugal charts show that the game managed to break into the top 40, being insold by plenty of titles that have been sitting in the charts for under 100 weeks. Due to its demo, which was met with a positive reception and the fact that Beast Hunter Fall and It Takes One were released on the same day, it resulted in sales comparably higher in comparison to both other games.

It was Ijuy Akan's last video game ever developed, announcing her retirement due to her 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 Days into Nightmares, another video game in which Ijuy Akan was involved.
 * Ijuy Akan stated that publisher Circle Xine has only given her one chance to develop a platform game that will depend on sales and critical reception. With reception and sales above expectations, there will certainly always be a sequel, and the Nalab Company brand has been quietly continued.
 * On March 26, 2021 BC, both other games were released, including Beast Hunter Fall and It Takes One.
 * 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 employed at Ages.

Videos
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