
A simple, fast paced platformer with one small change: Your character can't run. Play as an adorable robot named Blitz and help it escape the factory it was built in. The only problem is, it seems like everything is trying to break you!
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About
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English**languages with full audio support
Engagement
Hours played at review time, across 47 reviews with recorded playtime.
Reviews
Themes across 47 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
The story? Nonexistent, but the game doesn't need one. The controls? Good and responsive, no issues with dropped inputs here. The graphics? Passable and never visually confusing, which is good for a precision platformer. The music? Decent, gets old once you have to listen to it so much though. But... the level design... sigh. This is just a textbook case of a game with lots of potential ruined by tedious level design. I'm gonna spoil a secret for you: Making something longer does not make it harder. It makes it more tedious. Those 6-screen, 8-screen, 10-screen levels? They could easily be several great 2-3 screen levels. Especially since this game is quite good at not repeating ideas; even the final levels are still tossing out fresh level design ideas without feeling stale. But when you have to replay the first half of a level just to even get a shot at the second half, and the first half is hard enough on its own... I get frustrated for all the wrong reasons. It's simply not fun to keep replaying the same few rooms just desperatle hoping for a chane to learn the later ones. The gauntlet levels and final boss are the main offenders here, really, they're mostly too bloody long. Gauntlet VII in particular requires you to replay through the entire level, backtrack through half of it to collect a green key, and on top of that go through the hardest room in the entire level just to get the key. Not to mention an equally hard room right below it that, thankfully, you can skip... and then you have to make it back to the end of the level after collecting the key, backtracking through the room you just went through first. And Gauntlet X... sure, it's the level that will take the longest to clear, but you wanna know why? Because you have to clear 6 screens of gameplay to even get a shot at the later three, and I have a sneaking suspicion that there's going to be even three more beyond that door in the ceiling (even if there isn't, it's already way, way too much) [UPDATE: There wasn't, thankfully, but my point still stands.] It doesn't help that the bottom rooms are far harder than the upper rooms, and that you have to get through the already difficult top rooms just to even get a shot at the lower ones. It ain't fun, yo. Am I being fair to the game if I did genuinely enjoy it through most of the first three worlds? Ehh. Even ignoring the awful bonus level, and ignoring the last level of Warp 8 that starts out with legitimately the worst screen in platforming history, there's still too much obnoxious design in the later parts of the main game for me to recommend it. I feel like the bad significantly outweighs the good since it just completely kills any fun factor for me. But honestly if I could I still think I'd rate this a "meh", 'cause it's far from an awful game and a lot of the earlier level design is compact enough and interesting enough to be worth playing, especially for the low price this game is offered at.
Spheres with square hitboxes... Spikes with square hitboxes... Pretty much every object in this game, regardless of its shape, got a large square hitbox... It totally ruins the platformer when you keep getting killed by objects that didn't even touch you. Everything else is pretty much great: * the difficulty scales well with the game * levels are well designed and not repetetive * lovely graphics and nice soundtrack If you are not going for 100% achievements and want to play it just for story mode go for it. It's totally worth the price. However, due to that lazy hitbox implementation and frustration it caused I can't give this game a positive reviev.
I received a review copy from the developers If you’d prefer a video review, have a look here: https://www.youtube.com/watch?v=atfuDj-x0fQ Do you like Super Meat Boy? How about all those death gauntlets filling up the Mario Maker servers? Do you get a kick out of spending 5 hours on a level -- your right hand reaching for the doritos upon every death and break in the action -- to finally complete it before moving on to the next (which’ll take 6 hours by the way) in a seemingly endless loop of misery for a grand total of a mere, maybe, 5 seconds of satisfaction? Yeah, me neither. Which might lead you to believe that this is gonna be a negative review of Blitz Breaker. You’d be wrong. The fact that this game, a really difficult (at least in the last third) 2D platformer, had me glued to my seat, me being a self admitted hater of platformers and all things mario, for 6 hours straight one evening, is why I think it’s a fantastic game. Blitz Breaker does have its slow moments, but all in all it’s a much faster game than Mario or even Super Meat Boy. And it’s because the developers opted to do away with traditional left and right walking controls in favour of slamming their heads against a wall repeatedly. I don’t mean that as an analogy of the oftentimes tediousness that is developing video games, but instead literally. The way you traverse the map in Blitz Breaker is exclusively charging in a direction until you hit something; with the odd hop every now and again. [h1]Presentation[/h1] This game is very beautiful for what it is. At first it might just seem like a typical retro inspired 2D indie game, but it’s the camera shake whenever you bash into a wall, it’s the extremely easy to miss splashes when you enter or exit the water, it’s the tiny golden pulse of light whenever you collect a coin. All of these things throw Blitz Breaker into modern times, and the beautifully made animations combined with the appropriate thudding sound effects and the surprisingly memorable soundtrack create this nearly flawless presentation that I think makes up 50% of the reason I enjoyed the game so much. I don’t know how big the developer Boncho Games is or exactly who works there, but they have an incredible eye and ear for production design. One detail I particularly enjoyed was the different animations that some of the playable characters have for when you’re just falling. I will say that I don’t think that the game gains anything in particular by cutting off the resolution into the small window, and maybe the levels could have had a bit more colour variety in them, but those are both nitpicks; you soon forget that you are playing on a smaller screen, and the lack of environmental variety can be explained away by the location you are supposed to be in story-wise. [h1]Mechanics[/h1] The mechanics are the other half of what makes the game great. The controls are nice and tight and work well with both controller and keyboard though I will say that, while this can be fixed by simply using the d-pad, the analog stick could be frustrating to use here. The thing that I think really makes this a fun game to play from a strictly gameplay point of view though, is that it’s satisfying to zip around a level like you can in Blitz Breaker; narrowly avoiding deadly sawblades and missiles with pure speed and response time. This is definitely possible in other platformers but, outside of optional objectives like a reward for being quick in Super Meat Boy, it’s very rarely required that you act fast. In Blitz Breaker there are many situations where if you don’t move you will simply fall onto some spikes. That combined with the game always introducing new kinds of level layouts, bosses and hazards means the game stays interesting. Ultimately though, if I had to pinpoint what I enjoyed about this game as opposed to something similar like Super Meat Boy, it’d all come down to the controls. I often find in platformers that the controls just feel too floaty, or the way my character moves is too slow, and that’s the case with Mario. In this game everything just feels so fast and responsive, and so it was easy for me to get into. I’ve really been sucking the game off so far, but it’s time for me to talk about some of the weaker elements of the mechanics. Intrinsically, the way the game works is great, but every now and again I’d encounter a level that just felt like I was running into a wall (no pun intended) over and over again in the hopes that it would eventually break. The best example of this is a particular level half-way through the game called “precision” that is designed around the idea of fitting through tiny little spaces without touching the spikes. It took me about 30 minutes to beat it which is not the longest time I spent on a level in this game, but it stands out to me because I didn’t really feel like I was getting better at the level, or that I had to apply any kind of technique, and so when I beat it I felt relieved rather than satisfied. In my eyes the ultimate platformer would be like a puzzle game; where each level is a new problem that you have to solve by exploring different strategies and ways of approaching it. [h1]Story[/h1] There isn’t really anything to the story. There’s only one cutscene for the game right at the end, and even then I didn’t really understand exactly what the main character was trying to achieve the whole time. It wasn’t bad and it didn’t take away from the experience by being absent, but there’s also no reason why a game like this can’t have a compelling or funny story that’s being told through narration, cutscenes between bosses, or environmental tells. That’s not a negative, necessarily; if you’re interested in the gameplay then this won’t be an issue, but I thought I’d acknowledge that the game could have been more in this area, and definitely gave itself a limiting factor to the kind of people it might appeal to, its distinctiveness from other platformers, and ultimately its memorability. I’d argue that a lot of what made a game like Super Meat Boy so popular was the ridiculous theme and the comedy. That said, I’ll take a nonexistent story over an intrusively bad story. [h1]Verdict[/h1] Guys, here’s the real kicker. This game is only $3 and I got 15 hours out of it; 15 hours of high quality content. This makes it, in my opinion, an absolute must buy for any fan of platformers, and a tentative recommendation, even, to haters of platformers. If the reason you can’t stand platformers is because of their slow pace, then this is definitely your antidote. And for $3? Everyone should try this game, frankly, it’s dirt cheap so you’re unlikely to have buyer’s regret, and even then, provided you’re going to play it, I don’t believe that, to most people, this game will be a bad investment for them -- and even if you don’t play it you’re only out $3! Seriously, go buy this game (it sounds like I work for them, but for real, this is my genuine feelings on the game). <h1>Score</h1> Presentation: 9 Mechanics: 8 Story: 5 Price to content Ratio: 10 Personal Enjoyment: 9 Final: 8.2/10 I’m awarding Blitz Breaker an 8.2 out of 10. The presentation was phenomenal with extremely minor complaints; the Mechanics had a few issues here and there, but were intrinsically sound. The story just didn’t exist, and so it could have been more; the real knockout here, in my opinion, is the price to quality ratio -- this game could have easily sat at $10 dollars, maybe a little more and still gotten a recommendation from me, but this is incredible. And I got 15 hours out of this game collecting all the little optional stuff; getting all the stars; everything! On top of everything else I really just purely enjoyed this game.
Blitz Breaker has a lot going for it: simple yet intricate controls, levels that are equally simple yet intricate, a butt load of unlocks, a stellar musical score, and clever writing that'll keep ya going after dying twenty times over on the same level. That last part I said though, that's very important, you're gonna die a lot. You gotta know beforehand that Blitz Breaker is gonna shift between quick reactionary button presses to waiting and timing based sequences, you gotta stay on your toes through every level or you're gonna have a bad time. If you're even considering buying Blitz Breaker, you really should get it considering it's only three frickin bucks, and manages to be a stellar time killer, putting in a few minutes at a time works but so does a half hour. the arrow keys and WASD work with this game as well as the controller, but in my opinion I found using the keyboard (specifically WASD since I'm left handed) the best way to play this game. So, to conclude: Blitz Breaker is 3 frickin bucks, it's a total time killer, the levels are wonderfully designed, there are lots of different characters to unlock and they're all cute as heck. Now go buy this game Big thanks to Boncho Games for the review copy, I had a ton of fun with this game and I'm sure to be playing it off and on for quite a while :D
[h1] Mobile like experience for mobile people. [/h1]
Same ingredients as Super Meat Boy: hard, short levels. Simple controls that take time to master. Smaller scope / shorter game. The controls in this game are a bit more unusual, though. The character cannot walk or run (also you *can* jump, with is useful with treadmills, but is rather anecdotical overall). To move, you "rush" at full speed, in one of any 4 directions, top/down/left/right (you cannot stop or change direction until you hit an obstacle). This makes for fast navigation in the levels, *if* you can keep up to it. The controls being very responsive and the game supporting 120/144fps makes them a joy to play with. Also, the game allows you to keep a direction arrow pressed *before* you hit a wall (most games do this to some extent, it's just that here the window is of infinite size), which is both a clever choice and a fun property to play with. The game area is in a portrait format (close to 9:16), there is no helping it unfortunately, probably due to being made for mobiles. It does not "feel" like a mobile game at all, though. A part from that, the graphics are decent retro-like. The music (also 8-bit mostly) is pretty good, as you can see for yourself https://fatbard.bandcamp.com/album/blitz-breaker-ost The game *is* relatively short: 4 Worlds (made of 12 areas each - areas being a sequence of small levels) and 4 bosses, but there is no repetition here, and if you want to get the most difficult achievements, you will have to give this game quite some more practice. Last but not least, it is dirty cheap, $1 for this is a steal.
Disclaimer: My scores/reviews are almost always based on having bought the game at close to the "lowest historical price" on steam at time of purchase. Quick score: 5/5 Notes: This is actually one of the most underrated games on all of steam. Easily top 10 "platformer". I would put it up there with super meat boy and celeste and im not exagerating. The movement mechanics are much more simplistic than either of those games, but the level design and challenge is perfectly tuned IMO. Loved this game. This is without a doubt the best platformer on steam for under 5$.
Blitz Breaker is a mobile app that's been dumped on Steam as if it was a real PC game (it's not)... it's a cash grab from greedy mobile devs at the Russian publisher, Ratalaika (yes, it's more Russian shovelware polluting Steam). The mobile app is a simple action puzzle game where you control a pixel blob that can rush in any direction until hitting a wall (then fall, so it's almost like a platformer, but not as good). From a technical perspective, as a mobile app, this doesn't meet basic minimum requirements that most PC gamers expect as standard. A choice was made to use obsolete, decades old retro pixel "art" as a substitute for contemporary PC graphics. It's unclear if this is due to lack of budget or talent, regardless, the overall visual quality of the game is extremely low as a result. The mobile app only displays in mobile phone style ultra-pillarboxed aspect ratio (there's some crappy MS-Paint drawings on the "wings" to fill out the space). This is just one of many indications this was developed to be a mobile app and not a serious PC game. It's not acceptable for developers to dump garbage like this on Steam when it's not even formatted or designed to run properly on modern PC gaming displays, to the point that this could be considered insulting. There's no option to change the resolution and no useful graphics tweaks. There's no way to ensure this is running at the native resolution of your display. There's no guarantee this game will look right on any PC as a result of this hamfisted design decision. The controls can't be customised, which will be an annoyance for many, but it can also render the mobile app unplayable for differently-abled gamers, or gamers using AZERTY or other international keyboard layouts. Because this is a mobile app, it carries a number of deliberate design deficiencies. Compromises were made to cater to the iPhones that the mobile app was designed for. These are unfortunate handicaps and limitations that PC gamers shouldn't be forced to accept, but it's evident that PC was an afterthought for the iPhone developers who are to blame for this. The mobile app is deficient as a result of these choices, and would have been so much better without the handicaps that designing games for mobile phones forces upon a game. Once more, mobile devs have made gaming worse for everyone. I didn't spend thousands on building a gaming rig just so I could pretend it's an iPhone. These technical defects push this mobile app below acceptable standards for any modern PC game. You don't have to take my word about how bad the mobile app is, we can measure the interest in a game by how much people bothered to play it. Blitz Breaker has achievements, and they show us a very clear picture that the mobile app absolutely failed to capture any interest from gamers. The most commonly and easily attained achievement is for dying a lot, although this does take some effort to achieve, less than 5 percent of players bothered to get that far before uninstalling the mobile app. That's a tiny, tiny proportion of gamers who even bothered with this. Ouch. Reviewing SteamDB to check how popular this mobile app was with players reveals a surprise... there's a very healthy spike in player counts for the mobile app. But this isn't consistent with the achievement stats, that show less than 5 percent of players bothered playing the mobile app for any reasonable amount of time. How is it possible for this mobile app to have so many concurrent players who weren't even playing the mobile app? Trading cards. Players will use card idling software to collect the cards and sell them, but this won't trigger any achievements in-game. That tells us people only really bought this mobile app for trading cards, and that's a damning indictment of the woeful quality. A closer look at the numbers shows the mobile app just has a couple of players every week running up the mobile app and idling it for cards, then deleting it. We must ask how it benefits gamers for there to be so many games like this, with no merit as a serious game, that only generate sales from people idling and selling the trading cards. Blitz Breaker is relatively cheap at $3 USD, but it's not worth it. Given the defects and quality issues with the mobile app, coupled with the unrealistic price, this is impossible to recommend.
A game similar to super meat boy. Good gameplay and controls. Simple to operate. You just need the fingers on the keyboard, so you can play one handed. Although the game does recommend the controller of course... Surprisingly refreshing to play with so many steam games out there. I think i saw it 1st beeing played on an AGDQ event, and it did leave a mark. And the best thing is... You will feel like a Nyancat !! :333
I am 32 years old. My ex-wife and I have a daughter together, and we adopted our son together. Both are now 4 years old. When we were going through our separation, I felt lost and unhappy. I was self-destructive. One day, I was so angry with everything spiraling out of control that I punched a concrete wall in a moment of overwhelming emotion. This resulted in breaking my fifth metacarpal in my right hand—the hand I worked with, played games with, and used to carry my children to bed—the hand I desperately needed to ensure I could continue providing. Upon learning the severity of the self-inflicted damage, I became almost suicidal. Keep in mind that just a few months before this, I was the happiest man, with no history of depression or anxiety. I had never experienced anger outbursts, nor was I the type to break down and cry, but I was in a tough situation that truly prevented me from seeing the light on the other side. With nothing better to do, I looked for a game I could play WITH ONE HAND while recovering. Somehow, I stumbled upon this game and read some of the comments. I decided it was worth a try... I must admit I didn't beat the game, nor did I play as much as some of you. In fact, I may have played this game for only a day or two. That being said, after doing so, I had a new joy and hope for life. I managed to leave behind the pain and suffering that had been thrust upon me. I could experience the joy and happiness of other people. I relaxed for 5 ♥♥♥♥ minutes listening to this music, long enough to realize that I would be okay. After realizing this, I turned off the game and went back to work. My hand hurt a lot, but I was motivated. I stopped feeling so sorry for myself and became the father I needed to be at that moment, not the weak boy I was behaving like. Today, I am close friends with the mother of my children. We don't fight, argue, or say hurtful things to each other. We are parents and friends. Now I have 3 children. My third child is, wait, ALSO 4 YEARS OLD. The woman I am with was going through a very similar situation at the time of my separation, and we just unexpectedly stumbled into each other's lives. We have been dating for a year and are very happy together. Moral of the story: you never know what life has in store for you, and if I had given up when all odds were against me, I wouldn't be where I am today. This silly little game helped me realize that. Thank you.
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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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