To Deal With Pain is a single-player adventure platformer developed by Golden Star Studios. The game challenges players with extreme difficulty through precise mouse-based controls and unforgiving level design that requires repeated attempts to progress.
Gameplay
Players control a character using three mouse-hover panels: one for moving forward, one for moving backward, and one for jumping. This system replaces traditional keyboard or controller inputs and demands steady hand positioning throughout each section. The core loop centers on parkour sequences where the character navigates obstacles with limited animation quality and basic sprite work. Progress demands exact timing on jumps and movements, with failure returning the player to the start of the current section due to the complete absence of a save system. The experience emphasizes persistence over quick sessions, as each attempt builds familiarity with the panel layout and obstacle patterns.
Game Modes
The game operates entirely in single-player format. No separate modes such as multiplayer, time trials, or alternate difficulty settings appear in the available details. The structure remains consistent across playthroughs, focusing on sequential platforming challenges without branching paths or additional objectives beyond reaching the end of each area.
Difficulty and Design Choices
Intended as a rage game, To Deal With Pain prioritizes frustration and repetition to test player patience. The developer describes the title as extremely difficult by design, with the lack of checkpoints reinforcing the need to complete sections in one continuous effort. Visual elements remain minimal, featuring a basic character sprite and walking animation that prioritizes function over polish. Future updates are planned to refine these aspects, though the current version reflects its status as an initial release created in spare time.
Is It Worth Playing?
This title suits players who seek out rage games and accept high failure rates as part of the challenge. Those with limited tolerance for repeated setbacks or anger management concerns may find the experience unsuitable. The single-player adventure format delivers a focused test of mouse precision and endurance without additional features or content layers. With its planned release approaching and noted intent for post-launch improvements, the game appeals primarily to enthusiasts of punishing platformers who value raw difficulty over refined presentation.