
Super Blasting Boy is a logical platform platformer made in the best traditions of retro games of the late 80's and 90's.
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Languages: English
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Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
[h1]«Super Blasting Boy»[/h1] [b]Хардкорный платформер с отличным дизайном и музыкой, но с ужасной механикой отпрыгивания от стен.[/b] Геймплей: https://youtu.be/dORX3LOW_Rw В игре 15 уровней. На каждом надо добраться до телепорта. По мере прохождения придется очень много прыгать, уклоняться от смертельных пил, шипов и лазеров, решать простые головоломки с передвижением ящиков и активированием кнопок. Когда подберете оружие, то сможете даже немного пострелять. Внешне игра выглядит привлекательно: стильный дизайн + отличное музыкальное оформление, но механика отпрыгивания от стен создана, чтобы пытать игроков! Головоломки и препятствия - ерунда по сравнению с запрыгиванием по стенам, особенно, если по ним ерзают пилы. Настолько кривой/неудачной механики я еще не встречал. Чтобы отпрыгнуть от стены, нужно жать прыжок и кнопку, противоположенную стороне, в которую хотите прыгнуть. WTF? Зачем такой реверс? Если я хочу отпрыгнуть вправо, то я должен жать прыжок и кнопку «A», если влево, то прыжок и «D». При этом надо делать это быстро и в определенный момент, а игра не всегда засчитывает нажатия. Проще бить по клавиатуре, тогда точно что-то из нажатий игра засчитает и даст перепрыгнуть на противоположную стену, но вам придется молиться Клухту, чтобы преодолеть стены с пилами. Похоже, что все силы ушли на внешнее оформление, а на механику разработчик забил. Сделать поддержку геймпада не позволяет религия или игровой движок? Может хоть с геймпадом в это можно было бы поиграть в удовольствие, а не пытать себя многократными прыжками и скатываниями по стенам. Тогда уж точки сохранения нужно было ставить вверху каждой стены! Это сильно разочаровывает, хотя игра неплоха. Возможно, кривая механика – недостаток движка, но все равно с этим стоило бы поработать. [i] Обзор был написан для группы [url=http://steamcommunity.com/groups/Obzzor4ik]Обзоры Онлайн[/url]. Почитать другие отзывы можете[url=http://store.steampowered.com/curator/28776273/] тут[/url].[/i]
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Concurrent players on Steam, sampled daily since tracking started.
Hours played at review time, across 40 reviews with recorded playtime.
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very challenging platformer with a cool gameplay, with excellent music. Here a complicated jump system is implemented, thanks to which we can jump from the walls in the opposite direction, and we can also do a double jump. I really liked this game, I recommend it to everyone.10/10
I liked this game, nice atmospheric music, good idea, gloomy vibe. The game is a bit hardcore, so be careful with your nervs ;) Recommend this game!
Cool heavy platformer, atmospheric. The game has 15 levels. This is enough to enjoy the game.
Super Blasting Boy will allow us to remember our childhood and experience the joy of the difficulty of passing. Hardcore 2D-platformer in which you need to solve quite complex puzzles and find sometimes strange ways to overcome obstacles, simultaneously destroying enemies with a certain type of weapon. Hardcore is that after the death of the main character, there are no control points and you have to start the level again until you find the right way to the right portal, which will take us to the next level. The game boasts 15 levels with increasing difficulty, which include a variety of deadly traps, weapons such as a rocket launcher and a gamma gun, a nice level design and excellent music.
Super Blasting Boy, developed and published by BekkerDev Studio, is a retro-styled 2D platformer that blends puzzle-solving with shooting mechanics, creating an experience that feels intentionally rooted in older game design philosophies. It presents itself as a challenging, no-frills title where progress is earned through persistence and careful observation rather than guided progression or modern conveniences. From the moment the game begins, it becomes clear that it is built for players who enjoy overcoming difficulty through repetition and gradual mastery. The gameplay centers on navigating compact but hazard-filled levels while using a limited set of tools to overcome obstacles and enemies. The protagonist is equipped with weapons that serve both offensive and utility purposes, allowing players to clear paths, trigger mechanisms, or deal with threats. Movement is simple and responsive, but the environments are designed to demand precision, requiring players to carefully plan each step. Levels are structured in a way that encourages experimentation, as the correct path or solution is often not immediately obvious. This combination of platforming and puzzle elements gives the game a methodical pace, where success comes from understanding how different parts of the level interact. As players progress, the difficulty increases steadily, introducing more complex layouts and tighter timing requirements. Early stages act as an introduction to the mechanics, but the game quickly shifts toward more demanding challenges that test both reflexes and problem-solving skills. The design relies heavily on trial and error, with players expected to learn from repeated failures. This approach can be rewarding when a solution is finally discovered, as it creates a strong sense of accomplishment. However, it can also lead to frustration, particularly in situations where the path forward is unclear or requires memorization rather than intuition. Level design is one of the game’s defining features. Each stage feels deliberately constructed, with hazards placed to force specific actions or reactions from the player. The game often requires players to think several steps ahead, considering how their actions will affect the environment. This emphasis on planning adds depth to the gameplay, but it also slows the pace, as players may spend significant time analyzing a level before making progress. The lack of guidance reinforces this approach, leaving players to figure out solutions on their own. Visually, Super Blasting Boy adopts a pixel-art style that reflects its retro inspiration. The graphics are simple but effective, with clear distinctions between interactive elements and background details. While the presentation is functional, it does not offer much variety, and extended play sessions can make the visual style feel repetitive. The focus remains on gameplay clarity rather than aesthetic complexity, which aligns with the overall design philosophy. The audio design supports the experience with energetic music that complements the intensity of the gameplay. The soundtrack helps maintain momentum during challenging sections, though its limited range can become noticeable over time. Sound effects are minimal but provide enough feedback to reinforce player actions, ensuring that the core mechanics remain easy to follow. Pacing is heavily influenced by the game’s difficulty. Progress often comes in bursts, with players spending time attempting a level repeatedly before finally succeeding. This creates a rhythm that alternates between frustration and satisfaction, depending on the player’s tolerance for repetition. The overall length of the game is relatively short, but the difficulty can extend the experience significantly, especially for those who struggle with the more demanding sections. Replayability is limited once the levels have been completed, as the game does not introduce additional modes or variations. The primary motivation lies in overcoming the initial challenge rather than revisiting the content. Players who enjoy refining their performance may find some value in replaying levels, but for most, the experience is largely confined to a single playthrough. In the end, Super Blasting Boy is a focused and demanding platformer that succeeds in delivering a challenging experience rooted in classic design principles. Its strength lies in its carefully constructed levels and its commitment to testing the player’s patience and skill. However, its reliance on trial-and-error gameplay, limited variety, and lack of accessibility may narrow its appeal. It stands as a niche title that will resonate most with players who appreciate difficult, methodical platformers and are willing to embrace its unforgiving nature. Rating: 6/10
... God blessing me because this game isn't bad. Extremely hard esspecially for beginners. Firstly the game includes a tutorial... There is no turorial,I stuck in the lvl2 stage because there was a button what I didn't push. Secondly there are phases where you can only go throught, if you try the level 15 times and learn the all map to avoid irrevocable actions.Like I pushed a cube the right way and I couldn't bring back left. Thirdly,Checkpoints are very far away and you will rage if you are not pro in parkour platform games. Fourthly I had some very irritating bugs like I stood on a moving platform when the game had a checkpoint and always when I died I fell throught it and died again.I needed to restart the map again and suck with the elements or another example when the cube went throught the moving platform and I couldn't bring back. Fifthly I liked the music. I am not a fan of dupstep but I liked it. The game is 4 euro it worth the price because the background is unique and the puzzles too.
gives good vibe brrrrrr
[h1]This is atrocious! [/h1] Mark ignore and skip this in your queue. This is wrong in so many levels, but mainly in the controls. The game demands a control to play, mouse and keyboard are not working for me, even after remaping the dash. You need precise controls to play it, so many insta-death spikes and saws, but the movement is akward and not being ableto configure a controle is doom here. It tries to push that Super Meat Boy feeling so you can buy the game, and it worked with me, unfortunaly, make no mistake, this is just a trap to grab your money. Save your pennies, give it to the homeless or the church, but DO NOT support this.
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