Use quick wits and quicker reflexes to carve your own path through the mysterious ruins of Cloudbuilt, floating high above the ground. Manipulate the laws of physics to avoid fatal hazards, dodge hostile robots and reach not just the end of each level, but the top of the global leaderboards too.
User reviews: Very Positive (379 reviews)
Release Date: Mar 20, 2014

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"High Speed platforming game that is all about precision and figuring out the best routes. Easy to pickup, hard to master and recommended."

Recent updates View all (17)

September 18

Change Log - v1.21 (386046)

Hi Cloudbuilt fans!

It's been a few weeks now since the beta ended and everyone got to see the benefits of our work, and not surprisingly we've been refining things even further using your feedback. As such, it's time for another mini-update to fix a few things that you've pointed out to us recently. Be sure to verify the integrity of your local content to grab this newest build, and you'll see the following things change:

  • Fixed 'Magnetic wall' bug
  • Fixed bug with Drone Hives respawn when loading checkpoints.
  • Removed a crash bug caused by invalid collision shapes in a few places
    on some Through The Fog levels
  • Fixed a bug with player death and throwback state resulting in double
    bounce height upon colliding with floors at times, also leading to some
    weird death poses
  • Made the death camera a little clearer, so it’s easier to see when you
    are dead
  • Fixed a potential bug with Quick On Your Feet achievement
  • Fixed a GUI element in the level select menu that did not scale
    correctly for different aspect ratios
  • Adjusted drone prediction algorithm to be closer to how it was before
    (the new algorithm resulted in some weird behaviors at times)
  • Added a better damage feedback effect; visible whenever you take
    damage from a bullet, or one of your bullets damage an enemy
  • Adjusted and improved projectile collision shapes for some assets used
    in the Through The Fog DLC
  • Fixed a visual bug with some clouds in a few levels.
  • Updated some settings for a couple of texture to not scale down quite
    as far on the lowest texture quality setting
  • Some under the hood changes to the engine

Thanks and enjoy!

The Coilworks/RSG team

4 comments Read more

August 29

Change Log - v1.2 (368869)

Hi everyone!

The beta that has been going on for a couple of weeks now has finally come to an end and the final build is now live!

We would like to thank everyone that participated, gave us feedback and helped test out the changes. We have made some smaller additional changes since the last live build in the beta including 7 new achievements to keep you busy for a while (I would hope for a week at least, but I know some of you are pretty quick with this stuff, so maybe that is hoping for too much!).

The changes in general are pretty large and can greatly impact the feeling of the game for beginners, but we have made sure to keep the play style of top level play as intact as possible and to not break any high scores with any of the changes. If you have any feedback on the changes or missed out on the beta, please feel free to tell us what you think in the comment section or in the discussion forums!

Here is a list of the changes included in this patch. Remember to verifying the integrity of your local content before playing to ensure you have the latest version of the game.

Version 1.2 (Build: 368869)

  • Changes to enemies to make them easier to read and understand while keeping true to their original intent:
    • Strike Turrets no longer shield themselves when they are about to die in combat, and can be killed straight up. However, they do defend themselves if you attack them when they can’t see you.
    • Strike turrets heal themselves much quicker if forced into shielded mode.
    • Arachtoids have become easier to read and give more time to react to its different actions, but have also received smarter path finding and are capable of healing themselves when unable to fight back.
    • The time it takes for an Arachtoid to shield itself when it’s attacked but can’t fight back is now constant and a little longer than before.
    • Arachtoids’ walking animations and animation feedback when about to wake up has been improved.
    • Drop mines can now damage enemies and get pushed by explosions.
    • Drone Hives is now killable. They can only be killed while they intend to attack you or any of its drones are still alive. (Now is your time for some sweet revenge!)
    • Drone Hives now have animations and effects when spawning drones making them easier to understand and spot from a distance when they engage you.
    • Hunters will now only keep their shield up for a limited time, and if you are skilled you can even take them out before the time is out.
    • Hunters and drones will now try to predict where you are moving to and attempt to intercept you. This is to make them a little more challenging for experienced players, and they be easier if you take a slower approach and try to duke them.
    • Lobber explosions now behave like one would expect and can damage you even if you hide behind minimal covers.
    • You are now unable to kill lobbers. It was possible before but had no feedback and added no value as no challenges were ever built with it in mind.
    • Guardians are now more affected by explosions and bullet impacts when they are dead meaning you can push them around more easily.
  • Improved player controls and interactions:
    • Wall running has been improved to give you more control over speed and direction, while also enabling you to transition between different wall running states. You will still benefit from knowing how to use your momentum, but wall interactions are less punishing, as it’s easier to recover from small mistakes. (You can tweak the wall running behavior through the options menu and turn the transitions off if you prefer how things handled before).
    • Air control has been changed to feel more consistent and to easier make good air jumps.
    • Throwback state has been changed to take slippery surfaces into account and can be canceled by an air jump a little earlier.
    • Player now reacts more reasonably to spikes.
    • Wall slide state now behaves like a wall run for the first 0.5 sec to ensure that all wall run interactions behave consistently right as you land on the wall and have yet to have time to react to what state you entered. This will ensure much fewer accidents when doing quick wall jumps and drops.
    • When intending to climb up a wall the camera’s forward direction is now taken into account in some situations to better read the intended action.
    • The deployment of checkpoints is now more intuitive and to cancel the deployment you need a more explicit action instead of just moving, making mistakes less likely.
    • A death camera has now been added that follow the player for a short moment after death.
    • The weapon has been improved to be able to disable homing if you aim straight at a target that is immune to homing, which makes it easier to target specific enemies in a group.
    • Fixed a bug where bullets clipped through walls if you stood too close to them and tried to shoot directly into them.
  • Added real raw mouse input.
  • Added gameplay options to customize the experience more.
  • Added info text for some of the alternatives in the options menu.
  • Optimized the rendering and batching systems of the engine. Giving some levels up towards 3 times the render performance on our testing hardware.
  • Added 7 new and a little different/unusual achievements.
There has been a lot of tweaks as you can see and we apologize if we have missed anything here, but this list should most changes and all major changes are here noted.

Hope you enjoy it!

The Coilworks/RSG Team

7 comments Read more


“Cloudbuilt is a gorgeous free-running game with a touching metaphorical dimension.”
8/10 – Eurogamer

“Could easily top game of the year lists… f*ck this brilliant bullsh*t.”
Rock Paper Shotgun

“... primed to be an intensely challenging, beautifully stylised runner/platformer.”
Total Biscuit

About This Game

A young woman, a mysterious world and dark clouds on the horizon... welcome to Cloudbuilt.

Cloudbuilt sees quick wits and even quicker reflexes become your closest friends as you carve your own path through the mysterious floating ruins high above the clouds. A game of speed, precision and freedom, use your rocket-powered exoskeleton and manipulate the laws of physics to avoid fatal hazards, dodge hostile robots and reach not just the finish line of each stage, but the top of the worldwide leaderboards too.

Packed with progressively challenging levels, as well as all manner of shortcuts and secrets to discover, Cloudbuilt’s fast-paced competitive action will push the limits of gamers seeking a challenge time and time again.

Game Features
Jaw-dropping visuals – A unique and utterly gorgeous cel-shaded art style makes the world of Cloudbuilt come alive like nothing you’ve ever seen.
Run, jump, fight! – Cloudbuilt combines parkour-style platforming, action-packed gunplay and the fast-paced thrills of racing against the clock to create a hugely addictive and competitive game.
Blaze a trail – Open level design allows you to reach each goal in all kinds of different ways. Carve your own route through any stage you like, then keep refining it to get the fastest time possible.
Go your own way – Players can find their own route to the finish not just through each level, but also the game; a branching story across 22 levels offer seven unique worlds and four different endings to discover.
Fight for supremacy – Finish stages quickly and make your mark on the global leaderboards. Find new shortcuts and use all your skill to climb as high as you can!
A minute to learn, a lifetime to master – Rather than making players unlock abilities, Cloudbuilt gives you everything you need right from the start. Pick up the basics immediately, then discover skills you never knew you had and put them to good use!

System Requirements

    • OS: Windows 7
    • Processor: 2GHz Intel Dual Core processor
    • Memory: 2 GB RAM
    • Graphics: 512 MB OpenGL 3.2 compatible card
    • Hard Drive: 3 GB available space
    • Sound Card: Any compatible soundcard
    • OS: Windows 7
    • Processor: Intel Core i5 (or better)
    • Memory: 4 GB RAM
    • Graphics: Nvidia Geforce 560 Ti (or ATI equivalent)
    • Network: Broadband Internet connection
    • Hard Drive: 3 GB available space
    • Sound Card: Any compatible soundcard
Helpful customer reviews
1 of 1 people (100%) found this review helpful
2.1 hrs on record
Cloudbuilt is heavily inspired by Mirror's Edge, and like that game, one wonders why combat features so heavily when the platforming is enjoyable enough on its own, but it all ties into the game's larger theme and tale. Cloudbuilt is not a polished game by any means, but its core should be enough for some.
Posted: September 27
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1 of 1 people (100%) found this review helpful
35.3 hrs on record
If you enjoy speedrunning, and the mindset of working against a game that really doesn't want you to survive, this is a pretty great game. The controls are precise, the gameplay fun, and the levels incredibly difficult. When you are starting off, that difficulty can sometimes come across as being a little unfair, but you quickly learn to adjust. Speed is the important thing, not worrying about enemies.

I'd also recommend it if you enjoy advanced movement techniques, as there are some once you get to slightly higher level play.

Posted: October 7
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1 of 1 people (100%) found this review helpful
5.7 hrs on record
If you like 3d platformers, this game is a barrel of fun. The controls can be a little unintuitive at first but you get the hang of it quickly. I've only played a few levels but it seems like there are numerous ways to solve levels creatively to get your times down. As a bonus the story seems fairly interesting. "It was all a coma dream" makes a far better starting point for a story than an ending.
Posted: October 6
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1 of 1 people (100%) found this review helpful
14.5 hrs on record
Super meat boy meet Mirror's edge.
Posted: September 26
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1 of 1 people (100%) found this review helpful
4.9 hrs on record
Not only is it fun to speed your way through levels, but theres so many other possible routes you can take and explore!
Graphics are very Borderlands 2 ish if anybody else appreciates it.

Possible additions could be... some kind of "Gold Skultula" collection throughout levels or further avatar customization? Ionno. I'm happy with this game its pretty :]
Posted: October 8
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1 of 1 people (100%) found this review helpful
2.6 hrs on record
YES.... HELL YES!!! It's challenging, yet playable. It's fast, yet thought provoking. The more you play it, the more you have to play it, you have to keep finding new paths and new ways around obsticals. I play this game alone, with friends... hell, me and my buddies will even get drunk and play, NOW THATS A CHALLENGE! Can't say enough about it, just... YES, HELL YES!!!
Posted: October 8
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1 of 1 people (100%) found this review helpful
2.5 hrs on record
Loading times are a little long but contols are very responsive, defiitely worth the price
Posted: October 6
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1 of 1 people (100%) found this review helpful
37.7 hrs on record
Cloudbuilt is a rather unique little gem. It is a 3D 3rd-person platformer with an emphasis on creative speedrunning.

During first gameplay hours it might feel pretty rough because of how precise the controls are, having been designed for keyboard and mouse, but given enough time it will improve your 3D platforming skills in a way a lot of games don't.

You have different routes which to take to your goal, not many of them obvious, so exploration is rewarded. There are skill and techniques to learn and master beyond the basic controls. The first time you go through a level, you will do it slowly, methodically and will trip up here and there, perhaps just barely making it to the goal on your last life. Give a few hours of playing other levels, and when you come back, you will dash through the previously tough content like nobody's business. There is a nice high skill ceiling.

All the content takes around 10 hours perhaps to beat, but if you plan on only playing levels once, you will have a horrible time because many of the later levels are extremely nasty to players who haven't mastered basic skills and strategies to overcome obstacles. You will rip out your hair if you take on the last levels of a story branch too early.

These levels are meant to be played over and over again, and the things you learn during it will transfer to the rest of the game. You will say "Damn, I'm getting good at this" at some point, dashing through the air like nobody's business.

The game is gorgeous, it has an amazing soundtrack, and well worth your money if you're willing to learn its systems. One of the highlights of 2014 for me
Posted: October 23
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1 of 1 people (100%) found this review helpful
1.7 hrs on record
The best thing about this game and I can't thank the devs enough and am so happy about it is that the levels are not on a timer. Timed missions/levels in games are just aggravating and annoying and should be outlawed. Maybe I will write to congress on that. The controls are very loosey goosey but at any rate, they are not bad controls, just not great. They are good enough that I can still get to the end of a level without too much trouble.

The graphics and art direction are outstanding. Very good use of cell shading. The music and sound are good too.

The whole idea is very cool and unique. You do not see many super fast speed parkour games like this. It isn't always fast which is a good thing. Sometimes you have to slow down a bit to shoot something and kill it or change direction or whatever. And like I said this game's biggest asset is that it DOES NOT give you a time limit. Timed levels in games suck balls.

Cool game 8/10
Posted: October 24
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1 of 2 people (50%) found this review helpful
1.9 hrs on record
Free-style boosting "Find your own path" parkour....

Posted: October 11
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14.5 hrs on record
pros: this game is a fun platformer that will give you your fix if you are an adrenalin junky. You are gonnna do every thing from jumping wall running flying and destroying bots to get to the end. There are a lot of levels but surprisingly very few of them felt the same. The core gameplay is just funn

cons: The graphics are pretty bad in this game, i get that they were going for a unique art style but it's not good. The story is almost non existant and very shallow, it's just there to be there. The game is kinda short, it only took me around 8 hours to complete with all the side missions
Note: There are extra gamemodes for every level that i didn't complete, and there are extra skins that i didn't go for

Summary: This game is fun but not THAT fun and it's pretty short. I would recommend it but I don't think it's worth $20, maybe $15 or below. I got the game for $5 so im okay with that
Posted: September 25
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6.9 hrs on record
This is a very fun platformer; I can't claim that I mastered the game, but I did complete all of the endings.

Controls were solid, I liked the art style behind the graphics, I never experienced any type of performance issue. The story pushing the platform trees forward is very nice, and I liked the introspection.

Posted: September 28
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18.6 hrs on record
EDIT: Nah, I was being too nice/biased because of how much I wanted to like this, changed recommendation.

I don't know if I'll ever feel like playing this again so I might as well post a review now.

I kind of personally dislike this game and I find it has a lot of flaws, but at the same time I can't help but recommend it anyways.

Part of the problem for me might be that I can't get a good framerate in the game to save my life; nevertheless I at least managed to complete all the levels at least once.

The game advertises itself mostly on the platforming elements and there's a surprising amount of the combat involved as a result; I wasn't particularly pleased by this. It's still not the main focus but there are several levels where the only really tricky spots were because of combat-related stuff. The game also has a lot of "screw you haha" moments that you'll likely die to because you can't tell what's coming, and the difficulty curve is whacked as all heck because of the non-linear progression. If you spiral out instead of charging down one branch it's probably a lot better though.

My biggest issue though was with the controls, because for the life of me I can never quite seem to get the game to work properly, which causes loads of problems on the harder stages. A lot of things occur that don't quite seem like my fault, like jumps being in a weird direction not even close to where I was aiming, boosting up walls sometimes failing to activate, and the bloody ledge grabbing. So much ledge grabbing. Demi is addicted to grabbing ledges and it's awful. I don't know, the game can be decent fun when you get the hang of the controls but it takes an eternity to do so because of how relatively clunky they tend to be. I also had a lot of issues with the gun, the homing of the shots almost seems to work against you when you fire at things on the wall you're running on; I can aim directly at or slightly past an enemy and have the bullet still hit the wall before the enemy, which is counter-intuitive to say the least.

I don't really enjoy this game and I have no drive to improve myself (I've managed an A-rank only a handful of times, and have no clue how to even come close to an S-rank... there's nothing in the game driving me to be better). There are people who love this game though and I can see why. The visuals and music are both excellent, as well. The story's kind of just... there, but not intrusive and not even mandatory to follow (no cutscenes!)

But yeah, this is a weird review for me to write, I guess.

EDIT: After thinking it over for a while, no, I can't honestly recommend this game, at all. In fact it's kind of horrible on just about every level except style. I'm really disappointed in this one, honestly, but there's too many small flaws that add up into a massively flawed game, it just always puts me in a sour mood every time I try to play it. I'd really just say avoid it, unfortunately. There's still some fun stuff here but not enough and even the fun stuff is marred by the poor controls.
Posted: September 29
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21.2 hrs on record
Cloudbuilt is almost purely a skill-based game. If you enjoy mastering the tools that were given to your disposal to overcome the ever growing challenges, than this might be the game for you. Developers did a fairly good job designing the levels and even though some parts might look impossible at first, each and every attempt you make will result in improved understanding of the game, in turn getting you closer to your goal, while almost never feeling unfair.

When everything clicks together Cloudbuilt can be a very fun game, however it might not be the case when playing for the first time. Probably the biggest complain one might have with this game are the controls - they are just not intuitive and sometimes even work against you. For example when standing on the ground or free falling, "jump" button will send your character up, while "boost" will send it forward, however when you are wall-running the "jump" button is the one that sends your character forward (away from the wall) while "boost" will make her go up, ascending the wall. Sure the game is designed to make it seem logical, but when you mess up a jump and land on a wall that is right below a ledge you were aiming for, and you have less than second to make a decision, you only can think of one thing: "I want to go UP!" But sliding down a wall the button that makes your character go up (and thus could help you reach the ledge), in this case will instead send your character flying into the oblivion. This counter-intuitive behavior is something that will most often contribute to your deaths.
Speaking of controls, Cloudbuilt supports the controller but it is clearly not designed for it and it might as well support a steering wheel or a dance mat - both will be just as useful as a controller.
Less annoying but still worth considering are some of the game mechanics: limited retries, limited ammo, limited boosting or placement of your own (limited) checkpoints. Not to mention later levels introduce moving enemies, in turn bringing a bit of luck into the game-play. Honestly, on first playthrough Cloudbuilt is more of a puzzle game than anything else - only after you finish it and master the controls, you can start thinking about doing actual speed running... but by that time, there already are no reasons to do so.

All in all Cloudbuilt is not a bad game, it just needs a bit of getting used to.
Or maybe it just needs a sequel.

Posted: October 2
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0.4 hrs on record
Got bored of it really quick. It's really super fast parkour, and I'm not into it. However, the game is made extremely well, and I'm sure that those who enjoy these type of platformers will enjoy it immensely. Frenetically paced, and certainly playable. Even though I am not really enjoying it, I would recommend this game for people who like platformers.
Posted: October 2
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0.2 hrs on record
This game handles like a weasel on cocaine with a control scheme to match. Actually I think the weasel might make a better input device. It moves too fast and is way too slippery. When a new player can't even navigate the tutorial successfully then something has gone horribly horribly wrong. There's a gem of a game in here somewhere, but it hasn't been cut from the rock yet.
Posted: October 12
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3.6 hrs on record
I love speed running games - especially those with a unique art style and vibe, such as Mirror's Edge. However, I also favour simplicity, accessibility and the addiction of trying to improve times without having to play the game 24/7. Unlike more pick-up-and-play runners like T.E.C. 3001, Cloudbuilt requires you to commit many many hours just to get a satisfactory performance on a level. And by satisfactory, I mean a gold medal. The game starts off with a pointless story where you're stuck in a room. Instead of having the level select screen from the game's main menu, you have to go into the room, press E on the bed in the room and you can play. It's utterly pointless! Once you get in the game, you have some rather intuitive game mechanics - a meter which can be used for double jumps and boosting (either on ground or in mid-air), the ability to wallrun, the ability to hold onto a wall to time your jumps and of course, the ability to climb. What makes Cloudbuilt more challenging is that the obstacles you encounter are actual enemies - some are turrets which you can shoot, others are balls of electricity etc. and avoiding death is a challenge on its own. More so than any other game in its genre, Cloudbuilt emphasizes verticality and finding shortcuts. The level design is very abstract - it's essentially just concrete blocks placed in mid-air which you must traverse whilst avoiding the enemies and falling off. The game is extremely fast-paced too, and luckily, restarting a level is a hotkey and is immediate without loading or "3...2..1...GO!", which is very much necessary otherwise it would be downright unplayable. Unlike T.E.C. 3001, the levels are anything but linear, and trying to work out where you're meant to go is far more difficult than it should be - thus leading to frustration. And unlike Mirror's Edge, you can't simply stop and explore the level to work out which paths are optimal, because the game gives you a limited number of lives unless you restart, and in most cases it's impossible because the moment you stop to think about how to do the level, the enemies kill you. The game makes almost no attempt to assist you in finding better routes. This would be fine if the entire game wasn't a test of how well you know the level. no matter how much you've mastered the mechanics of the game, putting them into practice is seldom rewarding or satisfying - it often feels rushed and more awkward than awesome. Overall, Cloudbuilt is a game with too much depth for its own good. What makes games in this genre attractive is the ability to instantly pick the game up and getting hooked on shaving off milliseconds from your time. In Cloudbuilt, you will most likely be shaving off minutes until you spend countless hours learning the levels and getting to grips with the game mechanics just to get to the exciting part. If you're a hardcore speedrunning freak and want a real challenge which will keep you occupied for hundreds of hours, Cloudbuilt might just be for you. If you're after a fun, casual experience which you can dip in and out of, you will be sorely disappointed.
Posted: October 7
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1.1 hrs on record
A speedrunners dream, but unfortunately the elitism bleeds into the game design - this is a tough but fun platforming game, with occasionally unresponsive/glitchy controls and fast-paced parkour and fps elements. When it works, it works great. However, the developers included lives and finite checkpoints so that, until you absolutely master a level, you won't be able to progress.

This game plays great both as a speedrunner and a platformer, but the devs don't want you playing it like a platformer and punish you for taking more than 2 seconds to think about what to do next - the homing, unkillable bombs where the only way to avoid instant death is to keep moving spring to mind.

Overall its a good game flawed by the inclusion of some clunky and unwanted game mechanics like lives, their being there only to further put off anyone other than the most hardcore from this game (this coming from someone that plays a lot of Dustforce, a similarly styled speedrun focused game in 2D).
Posted: October 12
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155 of 214 people (72%) found this review helpful
1.5 hrs on record
This is a game clearly made by a team of people that love precision platforming games--that much is obvious, and I will always applaud any team that makes a game out of love. Unfortunately, in trying to make a unique contribution to the genre, they've added a lot of needless complication and frustration that serve only to make the game inaccessible to new players and frustrating for all the wrong reasons. The overall premise is great, and the visual style is very fresh, but being that this is a precision platformer, the devil's always in the details.

First off, while the controls themselves are serviceable, and I feel like I could learn them just fine given the practice, the "rules" for how I interact with the world feel a little loose. Hands down the number one cause of failure I experienced was accidentally performing wall climbs when I meant to perform wall runs, and vice-versa. This interaction is controlled entirely by the angle your mouse is at as you approach it--point mostly straight-on to run up the wall and at an angle to run along it. Unfortunately, being a little too far one way or the other can mean you do the entirely wrong thing, wasting a substantial amount of boost bar at best or dying at worst. This was particularly frustrating when almost every wall in the game is blatantly placed for either climbing or running but not both--I knew what I wanted to do, the game knew what it wanted me to do, but the difference of a few degrees wrecked everything. Again, I know these aren't problems a pro would ever deal with, but as a ♥♥♥♥♥ I'd appreciate some fudge room--maybe let walls that I'm "supposed" to run across fudge the angle a bit so I only run across them unless I come at them really straight. I know I'm a ♥♥♥♥♥, I won't ever get an anywhere near "good" time on a level without busting my ♥♥♥, but I'd rather fail because I made a bad decision or reacted poorly, rather than because the controls are merciless.

Speaking of merciless, I'm having a hard time seeing how it helps the game more than it hurts to have a limited boost bar. I mean, I can only assume it's limited because so many other games with similar mechanics have limited boost bars, but did the team ever stop to ask whether it was really necessary for THIS game? Any wall that's longer than one bar's-worth of boost has a full-boost-refill powerup halfway across it anyway, and I can still only jump once more in the air regardless of how much boost I have, so what does it hurt? The only thing that would be lost is limiting my ability to run straight up walls, but that's already taken care of in the level design--there aren't any walls that I could "cheat" by having unlimited boost, and if there were, putting a limit on specifically running up walls seems like a better solution. At the end of the day, the only thing the limited boost bar does is send rookies and experimenters plummeting to their deaths when they run out of meter mid-jump because they were a little inefficient--would it be so bad to let them finish the level anyway and just give them a D, rather than let them make ZERO progress?

The inclusion of enemies and shooting mechanics was an interesting one, but there were a number of details to it that were just baffling. First, I still have zero understanding of when enemies shield and when they don't. The fact that they seem to put up a shield when I KILL them rather than when I'm fighting them makes zero sense, as does the rules for when they revive. Is it on a timer? Is it when I get more than a certain distance away? I even encountered an enemy that chases me constantly with a shield up that never goes down until I get hit by it--that simply felt like a glitch, because I couldn't figure out any other way to deal with that enemy, which was a jarring break in the flow of the game. Perhaps the most needlessly frustrating enemies were the invincible missile-launchers that constantly fire persistent but destructible homing missiles. Why, of all enemies, would THIS be the one that I cannot destroy--the one enemy that I don't have the option of outmaneuvering and escaping? The enemy that, uniquely, can attack me from behind if I try to outrun it? In a game all about speed and agility, having an enemy that would EVER force me to stop, turn around, and shoot down an incoming missile seems like a mismatch. Really, the enemies are mostly fine, there were a few that made me question how much thought went into their design.

Perhaps the biggest frustration: why are there limited retries? I understand that If I were actually good at this game, I wouldn't need any retries at all, but I'm not, so I'm perfectly happy just trying to finish the level AT ALL and collect my D-rating. They were smart to include both static and custom checkpoints, AND a one-button instantaneous reset (which is great, and I think it should be standard to the genre) but a limited retry system on top of that serves no purpose but to frustrate the players that need retries the most. And then, paradoxically, the reward you get for getting high ratings on levels is... more retries! Does it make much sense that I only get more retries by proving I DON'T need them?

Lastly--and this is a minor quibble--while I found the little story wrapper that they came up with compelling, the monologues between levels had a little TOO much navel-gazing for my tastes. I always appreciate having a bit of narrative to chew on, but they might have been better served by going for something a little more understated.

Ultimately, I do respect this game for the love that went into making it, but because of its unusually unforgiving systems and somewhat scatterbrained design, I can't recommend it to anyone but diehard precision-platforming fans.
Posted: June 22
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20 of 23 people (87%) found this review helpful
7.5 hrs on record
The game's story should have explained why we are trying to jump with the heroine protagonist through floating levels in the air. But nonetheless, Cloudbuilt is a perfect platformer that will charm you with a booster-like tempo along with its graphics. Cloudbuilt is fun once you get the hang of things. A good challenge for those that do not frustrate easily.There are some aspects that we would have liked to see polished, but still, Cloudbuilt is a very original, challenging and addictive experience, that everyone who enjoyed classic platformers should, at least, try.Cloudbuilt does have its flaws; the worst of which are the controls and difficulty curve. If you can get past those, though, you'll find a fairly decent and fun game in a genre that doesn't see a lot of entries. If speed running is your thing, definitely give this one a shot.Cloudbuilt is a pretty game with a strong incentive to replay. If your primary interest is in a story, it's probably not for you. If you're more intrigued by jetpacks, rocket boosts, wall-running and the thrill of flying off a ramp as you make your way to levels end as fast as you ruddy well can, Cloudbuilt is heartily recommended.Overall 8/10.
Posted: July 13
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