
After a freak accident, a seemingly ordinary chicken becomes a bomb laying free range hero. Explore the versatile mechanic of laying bombs in this explosive exploration platformer.
Modeled estimate, not a reported figure. How we estimate →
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About
Lay stacks of explosives to reach impossibly high places.
Kick Bombs to take out staff and deadly native wildlife.
Bounce your bombs through impassable areas and even around corners!
Use your bombs as a handy weight.
Create a barricade and shield enemy attacks.
Dig and destroy to uncover secret areas.
Set things on fire and watch them BURN!
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, Dutch, Japanese, Korean, Portuguese - Portugal, Russian, Simplified Chinese
Engagement
Hours played at review time, across 41 reviews with recorded playtime.
Reviews
Themes across 40 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
体量小,核心玩法缺乏发展,内置致死量的随机版面与低容错率组合拳,配合传统街机续关机制也是狠狠赤到了
Dificult but really fun. The art style is also great
看似可愛卻有著很硬核的遊戲內容
Simple but challenging puzzle platformer with brilliant level design and excellent pixel graphics and animations. Everything you would expect from Nitrome.
说我菜我也认了吧,这个28关到底是什么鬼啊,怎么还在旧版的基础上加难度啊?nitrome你自己看看阴不阴。。。由于只有一个下炸弹的能力,所有关卡都是在这一个能力的基础上创造地图去适配炸弹,而不是对炸弹机制本身的发掘,从这个角度来看机制的设计少了Ooo的精巧感,关卡有点命题作文的意思。而且很令人无语的是,后期关卡基本上都是要玩家一步步用死亡试错走下去的,但是心没了之后居然要从关卡的最开始重新再走一遍,而且这一关如果不通关就退出的话途中收集到的宝石全部都要重新再收集一遍。。。何意味。。。make街机great again吗。。。。。。制作组又在偷偷惩罚玩家了。。。
鸡占良,走出那六亲不认的步伐之你不懂下蛋这一块。爆德基去死。
ビジュアルの可愛さに反して結構ダークな雰囲気のあるパズルアクション。そこそこ難しい。 爆弾を産めるようになったニワトリで地下世界の謎を解こう。敵も居るしギミックもあるけど爆弾はあるから全部爆発させればいいし、デブ過ぎてジャンプもできないけど爆弾を産む事で1段上がって解決。でもボケっとしてるとそのままケツで爆発してフライドチキンになっちゃうぞ 収集アイテムの謎解き難易度とか、爆風に巻き込まれないようにアクションする感じが結構シビアなので、そこそこゲーム慣れした人におすすめかも。 全実績やろうとすると結構時間かかると思う。尚僕も全実績解除はできていない……。
没货
游戏的核心机制深度太浅,难度曲线变化非常不合理,靠后的关卡并没有带出炸弹的更多利用方式,而是堆砌各种跳跳乐,各种恶心的初见杀,设计的怪物没有对应的克制机制或用来应对的场景。可以说关卡设计纯粹为了恶心人,这一点从27关开始尤为明显。
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Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
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
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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