140 Crack/Patch

140 140 is a challenging minimalistic platformer with abstract colorful graphics. Rhythmic awareness is required to overcome obstacles controlled by an energetic, yet melancholic electronic soundtrack.

Download 140 Crack/Patch

Released date
Platform PC Windows
Rating 82 / 100
User rating
Downloads 1087
Genre Action, Platformer, 2D
Company / Developer
Jeppe Carlsen / Jeppe Carlsen

140 reviews ( 7 )

KillingArts, Oct 20, 2013

140 is a really enjoyable platforming experience. it is very much rythm based, and i like that a lot. most obstacles are not too hard, except for the last one, which i needed quite some tries for. the visual style is very basic, yet awesome in its own way. the music fits in very well (the gameplay is based on the music, in fact). overall a really nice experience. maybe a little short (took me 60 minutes), but hey it's a really cheap game. so don't complain. ;) 8/10

Adresadini, Oct 26, 2013

This game is a good experience. It is very short,but very hard. The most interesting thing is that the rules are coming and disappear . I personally liked this game because you can use the music,and the music it's not for background,because you use it to help you out. The hardest thing I've seen in this game is that the orbs are moving and these are really hard to catch,but still,a good game.

parad0x_, Jan 3, 2014

If you are a lover of music and platformers, you need to take a look at 140. Most people don't like this game because of how short it is, but it put it this way: If somebody hears a song, and they love it, then naturally they want to hear it again. Once they're tired of the song, they take a break, then later they just might want to hear it yet again. 140 is a game that revolves around sound. It's like a song that you listen to that goes at your pace, and if it gets stuck in you head, then you (naturally) want to hear it again, so you decide to replay a level. If this goes on long enough, the game won't be short at all, it will actually last for as long as you want it too. I really enjoy this game, and the price seems just fine for me. I hope you like it too.

drlowdon, Jun 2, 2014

140 is a minimalist (and I really mean minimalist!) platformer very much in the same mould as Thomas Was Alone. Each of the 3 stages requires the player to collect small round 'keys' which are used to gradually open up more of the level. What differentiates 140 from other similar titles however is its use of audio with players having to respond to the background music that builds throughout each stage, rather than just visual clues, in order to time movement and jumps correctly and avoid a multitude of obstacles and deadly falls. At the end of each stage the game mixes things up a little with, what could loosely be described as, boss battles that see the player having to avoid or shoot incoming projectiles. 140 is not a long game and, if you ignore the mirror mode, a decent player will likely be able to complete the main game in about an hour. Its retro visual style, sharp controls, and unique use of audio in particularly, do however make for a thoroughly enjoyable experience. Last time I checked it was available for around £5 so it is well worth picking up.

Ozimandeus, Oct 27, 2013

Surprisingly good game.. I normally avoid 'retro' games most are not retro and are just poor imitations of past glories.. but pleased I purchased this on impulse. Its simple gfx style don't detract from this platform game. The Music and beats make this game very interesting indeed.

Greatballs, Nov 9, 2013

This game is okay. Deferent and stunning design, with a beat that fits the game, but all in all not a very good game thats is to short. You can finish it in about 20-30 minutes.

TitaniumDragon, Aug 20, 2014

140 is a very short platformer game for the PC with a simple but distinctive aesthetic. Story The game has no story. Gameplay The gameplay is mostly fairly simple, but really has two modes; there is the gameplay during the levels, and the gameplay during the “bosses”. The levels are all full of fairly standard platforming elements; moving platforms, “spikes/lava” which takes the form of static, and various other simplistic elements. The game does mix these up somewhat, with blocks which trigger other blocks to appear or disappear, expanding and contracting blocks which hover in place but can crush the player, blocks which temporarily turn themselves into ground which will kill the player if they touch it, and, in one level, brief, periodic periods of anti-gravity, where the player will fall up (but cannot jump off the ceiling). The game is quite brief, consisting of only three levels of increasing difficulty, and checkpoints are frequent – a very necessary feature in the third, quite difficult level of the game. The player must periodically retrieve floating orbs and bring them to platforms to transform the level in order to continue on their way through it, and each time the level grows deadlier and more complicated, until they have reached the end of it. At the end of every level there is a boss of sorts, though in reality they are merely segments of very different gameplay. The first one is a fairly traditional boss which shoots at the player from above and splits in half every time the player shoots it with a little hovering shooter which fires automatically every few seconds, requiring the player to time their presence underneath the boss to harm them. The second one has the player navigating through an environment which feels like they are racing down a narrowing track as an enemy whose touch means death zooms back and forth past the player. The third and final one has the player trying to defend themselves from enemies, pointing their blaster at them before they attack; as the player only has one shot per group of enemies, they have to make it count. This last one is quite frustrating as it plays heavily with interface screw, first by making it so that the blaster rotates either 90 or 180 degrees before firing (in a predictable pattern), and secondly, by shifting around the entire screen and thus giving the player only a very tiny amount of time to react. This was the most frustrating part of the game, and was a poor design choice as it felt very awkward rather than like a fun puzzle. Graphics The game has a very simple aesthetic to it; everything in the game is a geometric shape of some sort, and the player themselves turns from a triangle to a circle to a square depending on their movement and actions. Even the music is very simple, the game being silent at first, then gradually building up a more and more complicated soundtrack which beats in time with movements of objects in the environment. Final Summary The game is decent overall, but it is very short, and the third “boss” is quite obnoxious as the game experimented with interface screw in the place of interesting gameplay. On the whole the game was not terrible, but given its very short length, with the entire game likely taking no more than an hour to beat, and the frustrating final “boss”, there’s not a whole lot to recommend beyond its aesthetic.