
Collect all the dots to clear each of the 30 action-puzzle scenes. Dodge two types of enemies, drop blocks to crush them, and avoid being crushed yourself. Use limited lives wisely, restart levels when needed, and unlock cleared scenes for replay. Can you beat them all?
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About
In this action-puzzle game, your goal is to clear each scene by collecting all the dots. There are 30 unique scenes to conquer.
You control the main character using either a keyboard, controller, or on-screen joystick. Navigate the stage, avoid enemies, and use blocks strategically to survive.
Two types of enemies chase you relentlessly. If they catch you, you lose a life. However, you're not defenseless—by pushing blocks and dropping them from above, you can crush enemies. Be careful though: if you're crushed by a block yourself, you'll also lose a life.
Each scene has a time limit. If time runs out, you lose a life. Lose all your lives, and it’s game over.
You can restart the current scene at the cost of one life using the [RESTART] button, or return to the title screen using the [QUIT] button.
Once you clear a scene, it becomes available for selection from the title screen. Use the [UP] and [DOWN] buttons to choose a previously cleared scene, and use [TO LEFT] or [TO RIGHT] to move the position of the on-screen buttons for comfort.
Can you clear all 30 scenes and master every challenge?
Additional Controller and Keyboard Functions
In the game screen, the [RESTART] button can also be triggered by pressing the controller's [START] button or the keyboard's [Delete] key.
In the game screen, the [QUIT] button can also be triggered by pressing the controller's [BACK] button or the keyboard's [Esc] key.
In the title screen, the [UP] and [DOWN] buttons can also be triggered by using the controller's D-pad or analog stick (up/down/left/right) or L/R buttons, or by using the keyboard's arrow keys.
In the title screen, the [START] button can also be triggered by pressing the controller's [START] button or the keyboard's Space or Enter key.
In the game screen, the [TO LEFT] and [TO RIGHT] buttons can also be triggered by pressing the controller's L/R buttons or the keyboard's L/R keys.
Genres
Stats
Languages: English
Reviews
30 aksiyon-bulmaca sahnesinin her birini tamamlamak için tüm noktaları toplayın. İki tür düşmandan kaçın, onları ezmek için bloklar bırakın ve kendiniz ezilmekten kaçının. Sınırlı canları akıllıca kullanın, gerektiğinde seviyeleri yeniden başlatın ve temizlenen sahnelerin kilidini tekrar oynamak için açın. Hepsini yen, kahraman ol, tahta otur.
I feel bad about this one. In principle, this is a nice little game, are charming throwback to Boulder Dash and the like. Cute visuals, simple premise, a neat little free indie game. But. There is a problem that happen in all game development, but especially solo indie development; the people making it know the mechanics so intimately, and have playtested it so many times, that they lose all perspective of how difficult they're making it, and release something waaaay harder than they realise (or, at least, where the difficulty is only reasonable if you have intimate knowledge of the mechanics). Sadly, that's the case here. 30 stages? You'll be lucky to beat 2. Beating the levels often involves getting enemies somewhere you can drop a box on them... But if you're any kind of distance away they just kinda stutter-step about in random directions. Get close enough, and you can lure them close... But you don't [i]need[/i] them to come to you, you need them to go [i]under[/i] you. "Well fine, lure them lower down and then get out of range!". They move as fast as you; once they're on your tail, you're done. It's a shame, because I can't really think of a good fix that doesn't involve completely reworking basically every stage. I mentioned Boulder Dash before, and one of the reasons that worked is the enemies (mostly) had completely predictable movement, usually following an edge around; the puzzle were built around manipulating or avoiding their motion. The mostly-random movement here doesn't allow for that; it make stages far too random. That enemy in the corner doesn't move away from the gems in the tunnel? Too bad. I can't recommend this, and I am very sorry. I hope the dev doesn't get discouraged; take this engine, change enemy movement to remove the RNG stutter-step, make a new set of levels with puzzles built around that, and you could have something excellent on your hands.
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Парни выручайте, не хватает 7000 очков для профиля Dying Light, закидайте наградами пожалуйста.
Игра XETTER 2020 оставила смешанные чувства. С одной стороны, визуальный стиль, вдохновленный ретро-футуризмом, выглядит очень привлекательно и создает уникальную атмосферу. Музыкальное сопровождение идеально дополняет происходящее на экране, усиливая погружение. Однако, геймплей показался довольно однообразным. Повторяющиеся уровни и ограниченный набор врагов быстро наскучивают. Хотелось бы больше разнообразия в заданиях и больше возможностей для развития главного героя. Сюжет, хоть и присутствует, раскрыт довольно слабо и не вызывает особого интереса. В целом, XETTER 2020 - это неплохая игра на пару вечеров, но ей явно не хватает глубины и контента, чтобы удержать игрока надолго. Если вам нравится визуальная составляющая и вы не ищете сложного геймплея, то стоит попробовать. В противном случае, возможно, стоит поискать что-то более захватывающее.
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.
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