
ANTONBLAST is a fast-paced explosive action platformer that's all about destruction. Play as the enraged Dynamite Anton (or his cranked-out coworker Annie) and use your Mighty F’n Hammer to demolish bizarre worlds, tussle with screen-filling bosses, and steal your Spirits back from Satan!
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About


ANTONBLAST is a fast-paced explosive action platformer that's all about destruction. Play as the enraged Dynamite Anton (or his cranked-out coworker Annie) and use your Mighty F’n Hammer to demolish bizarre worlds, tussle with screen-filling bosses, and steal your Spirits back from Satan!

That's right: Satan himself has stolen Anton's prized Spirit collection, and he'll stop at nothing to get it back. Of course, you have to help him.

Thankfully, the local disgraced casino owner, Brulo, has his own beef with Satan, and he's willing to put aside his differences with Anton to make that devil pay.

Your mission in every level is simple: SET Brulo's Detonators, FIND Anton's Spirit, and ESCAPE before Happy Hour ends!
BLAST through a unique powertrip of a platformer!
INDULGE in an urban graffiti-inspired art style!
DEMOLISH massive destructible environments!
BATTLE brutal, earthshaking bosses!
EXPERIMENT with a totally dynamic playstyle; rush through for the best time or explore at your own pace!
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French, Italian, German, Spanish - Spain, Portuguese - Brazil, Portuguese - Portugal, Spanish - Latin America*languages with full audio support
Engagement
Hours played at review time, across 66 reviews with recorded playtime.
Reviews
Themes across 66 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
2. Oyunu çıksın V2
Concrete Jungle is lowk the only good thing in this game and this games extra ♥♥♥♥ is tough as nails and they lowk actually fumbled the end update. More modding support needs to be added as well. (If you do time trials and try going for the cracked ranking you will think about suicide more than once)
Backed the game and do not regret it. Doing Cracked runs on every level kinda puts the game's systems through a lot of stress it sometimes cracks under, and doing the final boss (and that one extra boss with the four at once) without getting hit sucks ass. Greenhouse also is too long. Movement feels pretty good I haven't seen one but a speedrun probably goes crazy. Now that the game is finished with the kickstarter bosses and timed mode it's worth buying for sale. All the palette references are cool. Annie's cool too.
no it deleted my save file and ruined my life
Antonblast is truly a game that doesnt hesitate when it comes to showing off amazing visuals and whatnot, pair that with the incredible sound design, rewarding collectibles and very whacky gameplay for a unique and fun game experience
This very much is a "hate-it-or-love-it" kind of game, the type of game that's better off being tried for yourself, as it has as many highs as its lows can be low. It's definitely not a disaster, in fact, it can be quite a fun game which does have merit, and you can feel the care the devloppers put into it, and their responsiveness to user feedback. Most of the levels do a good job at being loose enough to allow you to play around with the main moveset, major example being breakables and enemy placement that allows for satisfying useage of the Clutch or the hammer bounce, and the level gimmicks often offer an intuitive and fun new useage of that main moveset, while the Wario Land-esque transformations are all distinct enough from it to feel fresh, have enough moves to have fun in any of the situations they are thrown into, and are kept in short enough sections to not be overbearing, often following a format where they are introduced early into the level, then iterated upon after more gameplay with the main moveset, and are finally used during the escape in sections that aren't too complex but ask of you to keep your cool. The music and art are also quite like nothing you've seen before, creating this unique, gritty but cartoony identity, That's well represented in every character, most of them being wacky-looking, dirty "outcasts of society" in some way. As the game progresses though, you can notice a different design philosophy start to bleed into the levels, and progressively overtake the "main one"; later transformations seem to be designed only around reaction-based sections full of spikes and other hazards, most of the main moveset moments are composed of initially demanding, but kind of monotous chains of Clutch boost jumps into fire rings or on very short platforms, and the game starts asking you to pretty much predict or know the levels by heart despite you discovering them. An example that comes to mind of this switch in philosophy is one of the last enemies the game introduces, the Beelzebuster, being a red variant of a mid-game enemy; the Bigbuster, a big mole with an intimidating walk, that is actually inoffensive, and its great size makes it a smart target for a hammer bounce, which allows you to soar in the air while keeping your horizontal speed. The Bigbuster also follows the same pattern as the smaller enemy it is based on; it doesn't hurt you upon contact, but lacks the charge attack that makes those dangerous. The Beelzebuster, however, has a big trident-like nose, that is as big as it is, making hitting it from the front impossible without taking damage. Furthermore, it has a spiky helmet, which makes simply jumping over it impossible if you don't hammer bounce off of it. The game though, doesn't just expect you to know how to kill it, it FORCES you have to go through it to continue the level, in an environment where simple avoiding it is impossible, TWICE, once in each of the TWO final levels. Do you know what you need to do to kill it unharmed ? Why, it's simple, just slide under its big fork nose. You know, the slide, that's only ever been used to go through tight gaps. To go under the big fork that completely covers that enemy from the front. This type of unintuitive, almost 90's game, "the solution is only in the manual"-type of design, is ALL over the game, but it gets especially prominent during the last hour of gameplay, and for pratically every secret. The game will hide the knowledge of important quirks of your main moveset, behind NPCs in SECRET ROOMS in the HUB, that are so niche and underutilized in the levels, the game has to force you to use them to go forward, as they are so out-of-left-field they feel like oversights. Sometimes, the game feels specifically designed around the fact you can google out "how to get all collectibles antonblast" nowadays, at some of the MAIN COLLECTIBLES are hidden in rooms, or in parts of levels that just. have special rules. just for them. have fun with that. If you also hadn't noticed, the devloppers love references, but like, looooooooooove references; pratically every single piece of written text (that isn't part of a cutscene, somehow) is a reference to a game, cartoon or internet meme. I won't say that I'm above finding references funny or following the "hey I know that" mentality, but there's only so many times you can make a Metal Gear Solid reference before I start thinking you're making pieces of the level, that boil down to holding up on the controller or watch 25 explosions as you do nothing, the same explosions you see everywhere in the game, specifically to make those references. There's even references in at least one of the level tracks ! Which don't even feel as if they fit into the song ! Overall, this game suffers from "being an indie game", levels will have rooms that the developpers themselves deem "mediocre" (as indicated by the oh so lovely room names that totally aren't here to fill the reference counter) I assume because "it's funny", ask you to have pinpoint precision in your platforming with a moveset or transformation that was made for innacurate and fast-paced platforming in large rooms, because hey "that's not what those lame big company games would do" and is filled with references or inside jokes that are tailored-made for the devloppers. I'm not advocating for the games you make to not cater to you, but sometimes it gets to a point where it kind of feels as though the game is designed just to reference something for a quick laugh between the devs.
Honestly thought this was gonna be Pizza Tower in a different coat of paint. Turns out to be it's own full amazing thing!
Antonblast is a game I was excited for when I tried its early demo out before its release, I finally got through with finishing the game and here are my thoughts. Antonblast is a game that is heavily inspired by the Wario Land series, the one it takes the most particular inspiration from is Wario Land 4. What the two share in similar is that both games focus on the idea of the player finding the "spirit" companion, after that you reach the end by pressing on a bomb switch and this is what makes these games so unique. When the bomb is hit you must get to the beginning of the stage as fast as possible where the switch opens up new and unique routes for you to get back to the start. Something that's also interesting is that unlike Pizza Tower, Antonblast feels more like a true successor to Wario Land 4 in the sense that it has the sense and feel of Wario Land's sprits more. For example, one level gimmick that Antonblast uniquely implements is the gimmick where Anton can jump between the foreground and background through a spring, this is a direct nod to an overlooked Virtual Boy game; "Wario land Virtual Boy" where that was its main gimmick, funnily enough there are secret areas scattered around each level with areas which make both the sound and visuals resemble that of the Virtual Boy. Something that was also defining in Wario Land which appears in Antonblast is the implementation of transformations when you interact/get hit by an enemy which in Antonblast is really fun because even if you miss a platform and transform back, you can just transform back and try again. Last notable similarity is that the visuals have this "grouchy" GBA pixel feel to it, and a lot of effects such as the portals you see before entering a stage remind me a lot of how they looked like in games such as Wario Land 4, but the artstyle and humor of characters does oddly remind me of early 2000s Newground era, think of games like Alien Homnid. Satan also funnily reminds me of Dr. Robotnik from that 90s cartoon (AoSOTH) with his comically and pompously exaggerated voice like using rolling Rs or using his fat physiology for comedy, Satan is more extreme in that sense and that is especially noticed once you enter the final boss fight. Anyways, what does Antonblast do that's unique? The core appeal of Antonblast is how the hammer dash can be chained and once perfectly timed it can bulldoze through enemies which makes you gain speed, the hammer slam mechanic is also very fun where you can for example use to bounce around on spikes which would otherwise damage you. Since this game leans into its more destructive philosophy, each stage gives you a "destruction meter" where you gain bonuses depending on how much of the level/enemies you have destroyed, which encourages people to also explore more areas which contain more breakable boxes and chips. One more additional praise I want to give out to are the bosses which I think were amazing, once you depleat the first health of a boss you enter a second phase which is more "grandiose" in the sense that the boss transforms through extreme measures and Anton defeats the boss in a very brutal and dramatic sense which makes bosses feel that more satisfying once you defeat them. I also want to mention that the final boss and last stage area were amazing in the sense that they were the ultimate skill check, while difficult I enjoyed that they did not try to make the last areas be on the same level as the ones before. What are the negatives though? Antonblast isn't really prone to any particular things that are bad but if I would say one thing, I think that the collectibles are a bit badly designed. While the rewards by themselves are good, if a player spots for example a spray can which gives you a cool pallete swap, it becomes unreachable if you make one simple misstep and you must either reset to your last checkpoint or complete the level and redo the stage, this did not encourage me personally to get all the stuff as some of the collectibles were extremely hidden where the only way for one to gain the achievement of finding every collectible, is by following guides on Youtube, which becomes a little bit counterintuitive. Either way, I think this game is great and much more fun personally as a Wario Land-like game compared to Pizza Tower for its more challenging gameplay and more faithful inspiration to nintendo's dormant series. Pick up this game if you ever get the will of playing a fun fastpaced platforming game! Review score: 9/10
Una excelente experiencia videojugabilistica, un soundtrack cuánto menos INCREIBLE y sobre todo, un juego bastante divertido! Es una pena que sea un tanto corto, se podría expandir muchísimo más, pero hasta ahora, muy bueno :D
esse jogo fez eu realizar o tao bom q e enemies to lovers #satanxanton4life
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Momentum
Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
Audience
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Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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