
They Bleed Pixels is a fiendishly difficult action platformer inspired by H.P. Lovecraft and classic horror.
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I really honestly tried to enjoy this game. The art style is nice, the music is good and there are some fun moments of platforming and simple combat. But ♥♥♥♥♥♥♥♥♥, this may have some of the worst feeling controls of any game I've played, let alone the worst controls of any platformer I've played. I gave it a chance thinking it was a 'skill issue' at first, but over time I only found my initial impressions confirmed. To give some specific examples of the kind of awful stuff I mean: -You have one button for your basic attack, but it's the same button for your dash as well while it's charged, which means if you want to just attack an enemy with your basic attack while your dash is charged, you can't because it's overriden by a dash regardless of what you want to do. Despite this, the game consistently asks you to do ♥♥♥♥ like fight enemies while on small moving platforms over a pit of spikes or avoiding traps. The number of times I've dashed off a platform or ledge to my death just trying to attack enemies is probably over a hundred. -Like a lot of platformers, you can cling to walls and wall jump. But rather than clinging to a wall by holding a movement direction towards the wall, your character clings onto walls automatically when they're near them, sticking to them like glue against your will. There's one section where you need to go through a corridor with sawblades coming from the other end and avoid them by jumping into small 'cubby holes' in the ceiling. I died so many times due to my character gripping onto the sides of the cubby holes and throwing me off because I was holding no movement direction and didn't want to wall cling. -Ice is a common hazard in almost every stage and they have the most horrendous ice physics I've ever seen. Tapping a direction only slightly will send you careening in that direction at the speed of light. When you run into an enemy or wall, your velocity seems to just be reversed, so you end up bouncing off them at the speed of light as well like you hit a trampoline. It's also common that the game makes you fight enemies on ice, including in corridors where there's no room to jump over them, so you end up bouncing back and forth like a ♥♥♥♥♥♥♥ yoyo just trying to land a single attack with your 0.01cm length claws. -Going near an enemy in the air activates slow motion whether you've attacked them or not which can be annoying at best and actively detrimental at worst. There's a small 'puzzle' in one level where you have to kick a bomb imp up and then hit them into a lever. They're on a ledge you need to jump onto and fall from a hole in the ceiling so I failed the puzzle and died to sawblades because I jumped at the wrong time and it activated slow motion against my will, which doesn't slow the bomb explosion, so I had no time to kick the enemy and hit them into the lever before they exploded in my face. -There are many traps in the game such as spikes, sawblades, spears etc. Some of them kill you in one hit while others deal 1 point of damage, but the game would honestly be more tolerable if all of them killed you in one hit. Spikes send you 0.1cm into the air upon landing on them, there's no iframes and spike pits are usually wide, so you have little chance of a recovery, but you have to watch your character awkwardly bounce of them three times before they die and you can make another attempt. Sawblades send you flying like a ♥♥♥♥♥♥♥ pinball off a bumper when you contact them and are usually positioned above spike pits and in cramped areas with more sawblades making recovery equally impossible 99% of the time if you touch one. It may only extend your death by an extra second or two, but it adds up over hundreds of deaths and gets very frustrating very fast. In summary, the game asks precision of you with some of the most imprecise controls possible while often deciding what your character does against your will. It's unfun, frustrating and needlessly punishing in all the wrong ways. I was sick of this game before I even got 5 hours in and wish I'd never given it an extra 2 hours of leeway before I abandoned it.
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Languages: English, Japanese
Hours played at review time, across 40 reviews with recorded playtime.
They Bleed Pixels іs a game that can be described in one phrase "Don't judge a book by its cover". One day when I was looking for something to buy on sale, this game caught my eye, I was very interested in the cover, and after I saw the trailer and the platformer tag, I immediately added it to my cart, i put it off for quite a long time, but now that I have a desire to play it, I regret it, because I probably won't even be able to get my money back. The art here is really great, I won't take my words back, the graphics are very beautiful and pleasant, i didn't have time to delve into the plot, because I played too little, so I won't say anything, but the gameplay... it's terrible, the character is as uncontrollable as possible, which is simply unforgivable for a platformer, the third level in the game is made almost entirely with a slippery floor, on which it becomes completely impossible to control the character, the combat system was made like a couple of days before the release, because there was not enough gameplay, of course, maybe I'm just having a skill issue, but with most other games I've never had such problems, because it wasn't hard, no, it was boring. So, They Bleed Pixels is wasted potential, a beautiful wrapper wrapped around a piece of rock, so as much as I want to love this game, I just can't, maybe someday when I've at least half-closed my list of games I'll come back here to try it again, but for now I'll hope for a refund, and I give this game a 3/10.
Comandi scivolosi e altamente imprecisi rendono TBP artificialmente difficile e abbastanza frustrante e poco divertente da giocare, specialmente in un gioco dove la precisione dovrebbe essere sacrosanta per garantire la massima precisione nei salti e negli attacchi. In giro c'è molto di meglio. Cheers...bisognerebbe stare attenti ai libri che si sceglie di leggere.
Вам, сyка, смешно, когда плееры хотят пройти игру без смертей, потратив стольких нервов?! Убейтесь в канаве мразоработки!
They Bleed Pixels is a brutally precise action-platformer developed and published by Spooky Squid Games Inc. that has earned a cult reputation for its uncompromising difficulty, striking aesthetic, and deeply mechanical design. From the moment the game begins, it makes its intentions clear: this is not a casual platforming experience, but a tightly tuned gauntlet built for players who thrive on mastery, repetition, and the satisfaction that comes from overcoming seemingly impossible challenges. Every element of the game, from movement to combat to checkpoint placement, is engineered to test reflexes and patience while rewarding skillful play with a powerful sense of progression. The game’s narrative is deliberately minimal and surreal, unfolding through atmosphere rather than exposition. You control a young girl attending a mysterious academy who becomes trapped in grotesque dreamscapes after discovering a cursed, blood-soaked book. These dreams blur the line between nightmare and reality, filled with monstrous creatures and impossible architecture that feel drawn directly from a twisted subconscious. While the story is never the main focus, it provides a strong thematic backbone, framing each level as a descent into psychological horror and reinforcing the oppressive tone that permeates the experience. Gameplay is where They Bleed Pixels truly distinguishes itself. Movement is fast, responsive, and unforgiving, demanding absolute precision in jumps, wall slides, and aerial control. Levels are packed with instant-death hazards such as spikes, crushers, and enemy traps that leave no room for sloppy execution. The platforming design often requires chaining together multiple actions in rapid succession, forcing players to internalize timing and momentum. Failure is frequent, but respawns are quick, encouraging experimentation and persistence rather than discouragement. Combat is deceptively simple on the surface, built around a single attack button, yet surprisingly deep in practice. The direction and context of your movement determine how attacks behave, allowing for ground strikes, lunges, and downward plunges without ever switching inputs. This system rewards aggressive, stylish play, as enemies are often positioned in ways that require using them as tools to navigate levels rather than merely obstacles to eliminate. Combat and platforming are tightly intertwined, and learning how to dispatch enemies efficiently becomes just as important as mastering jumps. One of the game’s most distinctive mechanics is its checkpoint system, which replaces static save points with a risk-reward structure. By defeating enemies in quick succession and maintaining combo chains, players fill a meter that allows them to place their own checkpoint at a chosen location. This creates constant tension between playing it safe and pushing forward for a better position, adding a strategic layer to every level. Poor placement can result in long stretches of repeated gameplay, while smart decisions dramatically reduce frustration, making checkpoint management a core skill rather than a convenience. Visually, They Bleed Pixels stands out through its unique blend of pixel art and ink-like textures, creating an unsettling, gothic look that complements its horror themes. Environments feel organic and hostile, while enemy designs lean heavily into grotesque, Lovecraftian imagery. The animation is fluid and expressive, ensuring that even in moments of chaos, player actions remain readable. This clarity is essential given the game’s difficulty, as visual ambiguity would quickly turn challenge into unfairness. The audio design reinforces the game’s identity just as strongly. The soundtrack, composed with unconventional electronic instrumentation, adds a constant undercurrent of unease without becoming distracting. Sound effects are sharp and impactful, providing immediate feedback for successful attacks, deaths, and environmental interactions. Together, the visuals and sound create a cohesive atmosphere that makes each level feel oppressive yet hypnotic, pulling players deeper into the game’s nightmarish rhythm. Progression is structured through chapters that gradually introduce new mechanics, enemy types, and hazards. While the difficulty curve is steep, it is carefully managed, ensuring that each new challenge builds on skills already learned rather than introducing randomness. For completionists, the game offers extensive achievements and challenges that dramatically increase the difficulty, pushing even skilled players to their limits. These optional goals extend the game’s lifespan and solidify its reputation as a title built for mastery rather than completion alone. Despite its strengths, They Bleed Pixels is unapologetically niche. Its difficulty can feel overwhelming to players unfamiliar with precision platformers, and its control scheme, particularly on keyboard, may take time to adjust to. The lack of traditional accessibility options means the game demands commitment, and frustration is an inevitable part of the experience. However, for players who embrace its design philosophy, these aspects are features rather than flaws. Overall, They Bleed Pixels stands as a defining example of hardcore indie platformer design. It combines relentless challenge, elegant mechanics, and a striking aesthetic into an experience that is as punishing as it is rewarding. While it will not appeal to every audience, those willing to engage with its demands will find a deeply satisfying game that respects skill, persistence, and the joy of incremental mastery. Rating: 8/10
I love how completing a level gives me a feeling of accomplishment. It's a hard game but harder to stop trying. The blood and brutal ways to slaughter the enemies is a huge bonus.
Such a classic gothic indie action game, flawlessly blending high-precision platforming with a rhythmic, one-button brawler system. Set in a haunting, Lovecraftian nightmare, the game tells the dark story of a girl transforming into a clawed horror through gorgeous, ink-and-paper-textured motion comics. Its most innovative feature is the "earn-your-own" checkpoint system: by performing stylish kills and combos, you fill a meter that allows you to drop a save point exactly where you need it most, adding a brilliant layer of risk-and-reward to its brutal difficulty.
please nerf the small flying pixels, literally makes this game near unplayable. I'm autistic and cannot focus on both platforming and avoid pixels of death from just hitting me into the nearby death pit. Make them more managable please, and no Novice setting isnt an option as I refuse to play an easy mode the punishes me for playing an accessability option
Душная ♥♥♥♥♥
VSync on makes the game move too fast to react to with high refresh rate monitors.
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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.
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