
You control two players by the same pressing. Your task is to adjust the situation to yourself so that you can perform all the necessary actions.
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English
Engagement
Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Ukończenie tej gry zajęło mi tylko 81 minut. Grafika średnia. Gra była ZNACZNIE za spokojna. Wielki minus nie posiada osiągnięć na Steam. Strata Pieniędzy jeśli ktoś ma zamiar to kupić.
Я вообще не понимаю смысла в Through Blocks.Вроде это головоломка , но её просто невозможно пройти.Никакого обучения , на первом же уровне у вас появляются проблемы.Зачем то добавили бесполезную систему переключения треков , которая вообще сюда не вписывается.Вообщем проект можно охарактеризовать как кривой закос на обожаемую мной Огонь и воду.Оцениваю на 1/10.Ужасное "творение".
Through Blocks is a 2D puzzle-platformer developed and published by NedoStudio that centers around a distinctive core mechanic: controlling two characters simultaneously with a single set of inputs. On paper, this idea immediately stands out, promising layered puzzle design where every movement must account for dual consequences. In practice, the game builds its entire challenge structure around this synchronized control system, asking players to carefully guide both characters through hazard-filled levels while collecting required objectives and avoiding traps. The concept is simple, but the execution leans heavily into precision and strict coordination. Each level is structured as a maze-like environment filled with obstacles such as spikes, lasers, and narrow corridors. Both characters mirror each other’s movements, meaning that moving left affects both figures at once, regardless of their relative positions. This creates a constant balancing act where a safe path for one character may place the other in immediate danger. As a result, progression demands foresight and trial-and-error learning. Players must anticipate not just the immediate effect of an input, but how that input ripples across the entire layout. This system transforms otherwise straightforward navigation into layered spatial problem-solving. The inclusion of a rewind feature softens the impact of mistakes, allowing players to reverse time and adjust their approach. This mechanic encourages experimentation and reduces the frustration of full restarts, though it does not eliminate the underlying difficulty. Some puzzles require exact positioning and carefully timed sequences that may take multiple attempts to master. The rewind function becomes less of a convenience and more of an essential tool, integral to solving later levels where complexity increases significantly. Visually, Through Blocks adopts a retro pixel-art style that prioritizes clarity over flourish. The environments are simple and functional, with hazards clearly defined against minimalistic backdrops. While this approach ensures that gameplay elements remain readable, it does not offer much variety or atmospheric depth. The art design serves its mechanical purpose but rarely enhances immersion beyond basic visual cues. Similarly, sound design remains understated, providing straightforward effects that support gameplay without adding strong personality to the experience. One of the more divisive aspects of Through Blocks is how its core mechanic affects player enjoyment. The simultaneous control system can feel ingenious when puzzles click into place, delivering satisfying moments of realization when both characters navigate a tricky segment successfully. However, the same mechanic can also feel rigid and punishing, especially when small miscalculations force repeated retries. The challenge often shifts from creative problem-solving to pattern memorization, particularly in levels that require exact sequences of movement rather than flexible strategies. The game appeals most strongly to players who appreciate strict, high-difficulty puzzle design and are comfortable with repetition as part of the learning process. It does not provide narrative context, evolving gameplay modes, or extensive mechanical variation beyond its central idea. Instead, it commits fully to refining that single concept across increasingly intricate layouts. This focused approach gives the game a clear identity, but also limits its broader appeal. Ultimately, Through Blocks stands as a niche puzzle-platformer built around a bold central mechanic. Its strengths lie in the intellectual challenge of coordinating dual movement within constrained spaces. Its weaknesses stem from the rigidity and potential frustration that arise from that same system. For players who enjoy demanding spatial puzzles and are willing to embrace repeated attempts as part of the experience, it offers moments of clever design and hard-earned success. For others, its unforgiving structure and minimal presentation may make it feel more tedious than rewarding. Rating: 3/10
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Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
Hours played at review time, across 40 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Score: 10/100 Cool enough premise, but the game is horribly short and horribly bugged. Had this been a freebie on a site such as MiniClips, it'd be fine, but for money on Steam? No way.
F*ING PISS OF ♥♥♥♥ 🤬🤬🤬
чисто настольгия, играл в такие игры на денди)
123
mäh
☀️
人からギフトされました!!! 600円の価値はなんとも言えないです!!!!120円以下ならかなりありだとは思います。なんてったってタイトルには1.0betaの表記があるからね!!! さて、では内容を!! 「パズルってもんは総当りでなんとかなるんだよ!時間を戻して試行回数を稼げば楽勝ってわけ!!!」 ステージ数が少なく、見た目も全て似たような感じなので、僕的には今の4倍のステージ内容があれば100点で良かったかなと思います。 何も知らずにパズルを解きたい方はここから下を見ないでください。 [spoiler] 操作はWASD、Eで、装置前で赤と緑の位置入れ替えor箱の近くで持つ、置く。Zで時を秒ずつ戻す。escでexitメニュー。 ステージセレクトでは、Eで開始、マウスで操作かな…? 目的は、すべてのジェムを回収して、ゴールを目指すこと! そのために2dアクションをして、足場を運んだりして、マップを進んでいきます。 特徴的なのは、2つの自機が同時に動き、位置を入れ替えたりしながら、自機と同じ色のジェムやゴールに触れなければいけないというところです。 そして、巻き戻し機能がビックリで、巻き戻してすぐに移動が利くので、無理やり死を回避したりできます。めっちゃ楽しいです。 また、箱で無限に飛んだりできます。楽しいです。 [/spoiler] てなわけで、ステージ数がもうすこし多ければ最高だと思いました!!たのしいよ!!!!!!
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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