You were on the way to a recycling process when fortunately for you - and unfortunately for the environment - you accidentally ran off. Now your goal is to escape from the facility, which is an extremely difficult task due to the fact that you are a battery without legs.
User reviews: Mixed (101 reviews)
Release Date: Apr 14, 2014
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"Swing on the electric beams through the dangerous factory in this puzzle platformer."

About This Game

You were on the way to a recycling process when fortunately for you - and unfortunately for the environment - you accidentally ran off.

Now your goal is to escape from the facility, which is an extremely difficult task due to the fact that you are a battery without legs. Equipped with a limited number of electric beams, you can connect to walls, move or destroy objects, turn switches, and charge generators.
You also have the ability to jump or push off the walls - the rest is up to physics and gravity.

Key features:

- puzzle platformer with a lot of explosions
- over 60 levels divided into 4 industrial-themed zones
- boss stages
- unlockable 12-bit levels
- unlockable batteries
- unlimited lives !

System Requirements

Mac OS X
SteamOS + Linux
    • OS: Windows XP
    • Processor: 1.7 Ghz
    • Memory: 1 GB RAM
    • Graphics: Intel GMA 900
    • DirectX: Version 9.0
    • Hard Drive: 150 MB available space
    • OS: OS X Lion 10.7.5
    • Processor: 2 Ghz
    • Memory: 2 GB RAM
    • Graphics: Intel GMA 950
    • Hard Drive: 150 MB available space
    • OS: Ubuntu 12.04.4 LTS
    • Processor: 2 Ghz
    • Memory: 1 GB RAM
    • Graphics: Intel GMA 900
    • Hard Drive: 150 MB available space
Helpful customer reviews
21 of 22 people (95%) found this review helpful
1 person found this review funny
3.1 hrs on record
Posted: February 17
Do you love to cut ropes by clicking and dragging a mouse, but wish there was a game that the difficulty greatly outweighed the fun? You may be one of the rare people meant to play Volt. The object of Volt is to get a robotic head with twin rope cannons from the start into a black hole of an exit square.

Yes yes, calm down. Dual rope cannons do sound cool. Volt (your robot, not the game), can shoot out two grappling hooks within a certain radius that appears on your screen as a beautiful glowing blue hue. To deploy a grappling hook, just left click your mouse on a wall, ceiling or floor. The only problem is Volt can't climb, it can just hang on. If you need to shorten the rope, you need to figure out a way to make it shorter. Things like making a second rope and then cutting the first one to swing on the second and making a new first rope at the apex of your swing.

To cut the rope, you need to hold the left mouse button and drag a line across the tether that you want severed. That too is pretty easy. Its just the timing, cutting, precision, aim and momentum that become the issue. I'm sure it works great on an touch screen, but not with a mouse. Even something as cool as swinging on ropes has turned into an awful process.

Volt is legless, so you are unable to move left, or right. You can't control your swing either. To make volt move you need momentum from one rope to the next like Spiderman with no legs or tumble down a slope. Right mouse clicking will make Volt jump if its on a solid object like a floor or a wall. If Volt is flat on the floor and he jumps it will hit the ground and randomly move one way or the other. It is imprecise and inconsistent. If Volt is hanging from a rope and next to the wall, the right click makes it push off a bit. I've gotta say this control scheme is awful for the levels that you play in. These levels need a lot of perfect timing and luck. Your hook shots are limited and you can touch certain spheres for more ammunition. So if you run out, you're stuck and need to hit escape to restart the level or go back to the menu.

The game consists of four zones, each with 15 - 20 levels and the last having only 6. The first four out of 60+ levels start out fine and introduce the mechanics. Cutting the rope, swinging and cutting, jumping, tumbling your robot head down a slope into an exit. They all have saw blades that aren't quite instant death. Volt (the robot) has four cells of energy. Some saw blades take two cells, others take one. The game even forces you to take a hit on a saw blade to make it to an exit to prove that you will survive.

Then Volt (the game, not the robot) decides you've had life too easy and throws you quickly to the wolves. What makes these levels so bad? Just the mechanics and the fact you need to be so precise. Swinging through saw blades, avoiding moving saw blades. These eventually get to be long levels. I can't call them time consuming, because each attempt takes less than a minute, but it becomes a longer than necessary process. Every swing and incorrect timing will mean certain death.

To top that off, a lot of the levels feel cryptic. Not with where you go, but how you go there. For better or worse, there is no hand holding in this game. You need to figure out to shoot something that will disable a laser. To have one tether connected to a ceiling, then one to a moving platform below you and wait until the lower rope stretches so far that it breaks so you catapult upward. This is all on you to figure these things out.

Since there are so many things the game doesn't tell you, I do feel like I had plenty of ah ha moments. Some people may like that, but ending a level with a head scratcher doesn't feel like fun. It made me feel like I had to get through the level ten times before I could solve the puzzle at the end. In fact the whole game didn't seem fun or entertaining. Its just a tough, uphill challenge.

There are blue lines and yellow lines. Blue lines you can't hook through. So walls and ceilings get covered with blue lines. Then there are blue lines that Volt can go through, but not your lines. So if you're hanging from a moving platform that crosses through a blue line, your tether gets cut and you fall.

Yellow plates begin to cover walls, touching them will hurt Volt. These you can grapple onto, but it sends an energy charge down your line to Volt. If the charge touches your robot, not only does it hurt you, but it severs that line. Its a good sort of way to push your pace. Then there are yellow auras that reverse gravity. You gently hover up to the ceiling in the yellow aura. It slows down your momentum though. So even quick swinging into the aura, you'll slow down and get pulled upward. There are a few levels that require you to swing deep into these auras and hope to not hit saw blade walls. Not just going one direction, but then turning around back the other way. If you haven't guessed, you can't turn Volt around without the hook and momentum, but you can't hook onto saw blades.

At some point the game introduces boxes that need you to either momentum swing into them to knock them down or shooting them with your rope will make it disappear. In fact if your light rope touches a box, the box and rope disappear. Several times, I had swung into a box and poof there went the rope and I fell into a pit of saw blades. Then there are red boxes. Hitting them with your rope makes them explode and if you're close enough, Volt will fly the other direction.

All the plates, explosive boxes and moving platforms do make for some intriguing levels. I just wish that Volt controlled better and I didn't have to be so exact with my time. I wish there was an easy mode with less saw blades and less challenge. This isn't a game like Super Meat Boy where I still have fun dying dozens of times in an hour, I feel every death in Volt. I feel the brief one second reload time as I need to methodically go through the precise process just to make it back to where I had died. Knowing that its not always skill, but a bit of luck that will get me back there.

The game has a nice atmosphere, with black silhouettes and glowing colors. It looks like a game I want to play. I just wish that the controls were better. I think its the visuals that really kept me in the game to suffer as long as I did. Since Volt can get frustratingly difficult far too soon, the developers made a good choice on the mellow music in the background.

You need to complete one level to unlock the next. Forcing you to play every level. There are par times that give you 'a' rankings. It seems like there are a few collectables here and there and four unlockable characters. None of which I've unlocked and I can only hope they control better, because they can't be worse.

If you are a hardcore gamer that needs a steep challenge, this game is for you. For anyone else that needs to swing on ropes to have fun, try out Bionic Commando or even Cut the Rope. Sure one is a 2D shooter and the other is a casual game, but they are both far more fun than this. Who am I to say what your fun is?
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6 of 7 people (86%) found this review helpful
5.6 hrs on record
Posted: December 26, 2014
This game tests your timing skill and your coordination! You have to really know when to click and when not to click!
Be prepared for alot of fun and skill! You have to trust your jumping and electric "ropes". The rest is up to gravity
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5 of 6 people (83%) found this review helpful
16.1 hrs on record
Posted: November 13, 2014
This isn't the kind of game that I would play casually with half of my brain turned off so that I could breeze through the levels and cheer myself up, but that doesn't mean I wouldn't recommend it. Volt is a game that starts out simply enough, but as soon as you have the hang of the controls, it throws all kinds of new challenges your way and really makes you think about how to beat them. With a solid physics engine, a variety of obstacles, and just clever level design, Volt is a game that makes you feel like a genius when you finally crack that irritating level you've been stuck on for half an hour.

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5 of 7 people (71%) found this review helpful
1.6 hrs on record
Posted: January 31
Personal Rating: too frustrating and imprecise to be fun.

In Volt you play as a battery navigating through obstacles using a grappling beam and jumping. I tried to like this game.. good atmosphere, clever premise, the art style is really nice, the sounds/music is repetitive but works, I like the games it's imitating... but I can't. Whenever I would beat a difficult level it wasn't because that was my best run it was because I got lucky. A game that requires perfect timing and precision has to have consistent rules, the physics are wonky sometimes and when your moving quickly your beam doesn’t always want to latch on to things. Also, new game mechanics are not explained at all or presented in a way that makes it easy to learn them through trial and error, they’re generally just thrown in at the middle of a level. All this just adds an extra layer of frustration onto an already frustrating game. I dunno, maybe if there was more depth to the game play or the levels were set up better this game would be more fun.. but for me it just isn’t - your mileage may vary depending on your tastes and how much patience you have.
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6 of 9 people (67%) found this review helpful
1.3 hrs on record
Posted: February 8
"User reviews: Mixed"
That about sums up this game

Looks great
Good concept
Large number of levels
Steam cards
Win/Carpple/Steam versions
Low system specs needed

Controls kinda suck
Some of the levels just P*ss me off to no end
No workshop - seriously this game screams workshop

If you like "cut-the-rope" puzzle game, get this.
If you like difficult puzzle games, get this.
If you like easy puzzle games, pass on this.
If you don't like puzzle games, this game won't change that.
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8 of 13 people (62%) found this review helpful
2.1 hrs on record
Posted: December 3, 2014
Just get Volt off of an Apptore (Google, Apple, etc.) and play it on your phone and/or touch-capable device. It is not worth playing on a PC/Mac UNLESS you have a tablet or similar device that will work with this game on a PC/Mac.
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2 of 3 people (67%) found this review helpful
1.4 hrs on record
Posted: March 8
I believe the game is under-estimate on steam. It's a creative game with lots of fun. Also it's hard too.
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52 of 57 people (91%) found this review helpful
1.2 hrs on record
Posted: April 14, 2014
Volt is a pretty good game, in my opinion. It's definitely not the best game i've played this year, or even this month for that matter, but for the price of six dollars (or your regional equivalent), I think it's a wonderful deal. While the story isn't really important to a game like this, the gameplay is, and in my opinion the gameplay is very good in Volt. The game works in a physics based way. You move by attaching beams of electricity to your surroundings, and letting gravity do the rest. I personally do not typically like it when games do this, but I feel like Volt did it very well. The difficulty is also right. At the time of writing this review, I am on the 16th stage of level 1, and the difficulty is already starting to become noticable. It will probably take someone quite a few attempts on each level to be able to beat the game. Also, the puzzles are not really explained to you. This may deter some people, but I think that it allows players to figure out many different ways to solve puzzles. The music is pretty good. It seems to fit the gameplay very well, but it doesn't really add a whole lot to the package. The art, however, is very good. The colors that were used really manage to pull off the industrial theme, and they add emphasis to important things by making those things stick out with brighter colors. The controls are not as good as I would like them to be though. The game works completely with the mouse. To break the beams, you hold the lmb and drag it. This seems kind of finicky to me, because sometimes it seems to cut the wrong beam, or both beams. The rest of the controls seem to work just fine. Overall, I would say that Volt is a very good game, that is worth the price that they are asking for it.
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31 of 33 people (94%) found this review helpful
18.1 hrs on record
Posted: June 25, 2014
I usually don't write reviews in English, but I feel like it could be useful to some, so here we go.

Unlike the other reviewers (judging by the hours they've put into it), I've actually beaten the game. So you can believe me when I tell you it's tough. Really tough. The difficulty is fairly reasonable in the first zone, but from the second zone onwards, your patience is going to be tested a lot. So if you're easily frustrated, skip the rest of this review and go find another game, because you're going to pull your hair out until you're hairless in every zone of your body. Hell, you might pull someone else's hair out too.

But anyway, first things first: the gameplay. The main concept of Volt is fairly simple: you're a battery, and your goal is to escape from a factory, so you can live in freedom rather than being destroyed. This is easier said than done, however, because you can't walk. All you can do is swing (using a limited supply of electricity beams) and jump (using a very limited supply of energy). Some variations and complications are introduced in the game, but most of the time, you're going to be swinging through a level and solving platforming puzzles. And I must say it mostly works quite well. The swinging and puzzle-solving is entertaining, it is implemented in a variety of ways to avoid being repetitive (across different levels at least), and it has some nice highlights in it. The boss fights, for example, are well done and pretty memorable.

But the gameplay isn't Volt's only strong point. In fact, if you ask me, it is not even its strongest point: that prize goes to its atmosphere. It probably doesn't suit everyone's taste, but I really like the minimalistic, high-contrast industrial environments, and I really like the music as well. It varies between ambient and minimalistic techno or trance (whatever you wish to call it), which fits the visual design of the levels really well and sets the right tone for the game. I personally preferred the more energetic music from zone 3 onwards (as it makes for a more uplifting atmosphere), but the ambient was pretty great as well.

Unfortunately, however, even though Volt is, in my view, a good game, it is far from perfect. Most crucially, it can become very frustrating at times. The levels have no checkpoints, and they are pretty long (in comparison to Super Meat Boy, say), so there are plenty of levels you're going to have to spend a long time in before finally beating them (over half an hour). Add to that imprecise controls (as is to be expected given the physics-based gameplay, but better design might have alleviated the frustrations a bit) and some questionable level design (a puzzle on the end of a difficult long level, where you will inevitably die a couple of times), and the result is that unless you're some kind of Buddha, you're going to cry in agony multiple times.

All in all, I do recommend Volt to some gamers, but I certainly don't recommend it to everyone. If the main concept appeals to you, if the atmosphere suits your sentiments and if you like a challenge, you could do worse than buying Volt. It's very cheap, after all, and it offers about 15 hours of gameplay (although it must be noted that you're going to be stuck in the same levels a lot of the time, making the game pretty repetitive at times). If you're easily frustrated, however, you should avoid this game at all costs. 7/10
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28 of 35 people (80%) found this review helpful
1 person found this review funny
1.3 hrs on record
Posted: October 6, 2014
Although I have no inherent issue with mobile ports or mobile aimed design, in the case of Volt its control scheme is so egregiously designed around the use of touch that the PC version almost feels unplayable.

But lets take a step back. Volt is easiest (and I haven't the energy to write a lengthy description so easy is what you get) described as Cut the Rope as a platformer. As a little robot, you shoot electric strands out like a robotic Spiderman, swinging around level using only your momentum as you attempt to float into the warp holes placed in the most difficult to reach places.

If you've never played Cut the Rope, the key mechanic is cutting, well, rope in order to drop candy into an Omnom's gaping mouth. Except in this instance it's not candy, but your character, and instead of clever momentum manipulation it's frustratingly precise obstacle dodging as far too many different hazards conjoin to make getting through a level of Volt something akin a root canal.

Volt is challenging, to be sure, but it's the method of control which really makes it such a nightmare. Having to slice with a mouse with any degree of accuracy is far more difficult than it has any right to be, and the precision you're required to do so in to make it through a level is far beyond what you're capable of with the limited control you have over your battery character. And to be quite clear, this is within the first dozen levels of the game. You're given next to no time to learn how to use the terribly clumsy controls, and then sent on your way expected to be able to somehow survive a minefield you often can't see until you've already died within it.

It's horrendous design from top to bottom, and made me absolutely loath the hour or so I spent attempting to play the game. I don't even know why I found myself so angry, but maybe it's because all of Volt's issues seem like just a series of many slight missteps that could have easily been avoided, but instead produced an experience I couldn't wait to get out of.
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17 of 19 people (89%) found this review helpful
1.6 hrs on record
Posted: April 14, 2014
It's difficult not recommending Volt, the gameplay is solid, and while I feel it's a bit more choppy that I would like it's still very satisfying when you nail some tricky, optimized maneuver. Basically, it's fancy Cut the Rope. You extend lazor grapple beams, and cut them by dragging scross the beams. Additionally, you can bounce off the group, which leads to some pretty fun fall-jump-swing-cut-swing portions.

The only thing that's really frustrated me so far is no explaination of new elements. There's a -short- tutorial explaining the basic rope mechanics and then nothing so even if you're doing well you'll run into something new you don't know how to work with, and usually you have to experiement a few times before figuring out how to deal with it.
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16 of 18 people (89%) found this review helpful
0.8 hrs on record
Posted: April 15, 2014
Volt. The Name of the Game where you swing a Battery around to free himself from a Factory before it's crushed or zapped to pieces.

I bought this game on gut Instinct. (Plus I love to support Indie companies in anyway I can whether it be through a showing during one of my Youtube videos, Or just writing them a message saying How much I loved the game.)

Upon writing this I have reached level 15 in the game and the difficulty as stated as started picking up but the game Is so cool in its own way from the chosen graphics to even the way to make some leaps of faith when swinging back and forth (of course avoiding getting cut up by buzzsaws or getting electricuted to death by yellow charged floors and ceilings)

This game is simple to control and just alot of fun for $5. Not the greatest game on the market, but one game to just help you unwind and really relax playing. (Of course maybe a couple spots you could be using a certain word or two from its rising difficulty.)

Definite Buy for me, and I hope it's one for you too!
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22 of 29 people (76%) found this review helpful
1.4 hrs on record
Posted: October 12, 2014
Equipped with a limited number of electric beams, you can connect to walls, move or destroy objects, turn switches, and charge generators. You also have the ability to jump or push off the walls - the rest is up to physics and gravity :)
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11 of 13 people (85%) found this review helpful
0.8 hrs on record
Posted: April 17, 2014
Really nice graphics and a wonderful game concept which is quite addictive (once you've been playing for a few minutes).

It's fun to play most of the time, but the controls for it are basic and sometimes get frustrating. Sometimes It'll shoot two of the electrical-voltage-line things instead of one, and quite often doesn't know whether you want to shoot or cut the voltage line. Sometimes them errors can help make the goal more difficult to reach, but other times it just gets annoying.

Overall, It's a great game and I would recommend it, but I think the controls need to be fixed for it to be more fun or less frustrating.
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9 of 12 people (75%) found this review helpful
5.4 hrs on record
Posted: June 26, 2014
Obligatory header to the review: I focus on four primary areas whenever I review a game: gameplay, story, graphics, and sound/audio/general things that go into your earholes. Gameplay and Story get a rating scale from 1 to 10, and the AV stuff gets a rating from 1 to 5. My philosophy on this is that there are some instances in which a game may not necessarily have that much in the way of gameplay (take Amnesia for example), but the story/atmosphere/whatever it may be is reason enough to pick it up. Also, take the cumulative score with a grain of salt; it's just a numerical feeling about the game as a whole. That's part of why I do these subscores. Also, keep in mind that I'm not going off of school grade based rankings. A 5/10 denotes what I feel to be an average game. Likewise, 7/10 is a game that I think is pretty cool, and something that gets a 2/10 is near-abomination level. Pinning scores to an even further obfuscated rating scale is kinda senseless, but for the sake of my backloggery, I'll repeat again that 1.0-2.7 is a one-star game, 3.0-4.7 is a two-star game, 5.0-6.7, 7.0-8.7, and 9.0-10 are three, four, and five stars, respectively.

Gameplay: Volt is one of those games that I was tentative on picking up when it came out, as it seemed kinda like another one of those "HAY GUIZ WERE HARD GEAM PLAE US" kinds of games (like Cloudberry Kingdom and Eryi's Action). Fortunately, the level design in this game is better than those games, although I sometimes found myself thinking I might actually have more fun with those two aforementioned games (I'll talk about this later in the review). The game bills itself as a puzzle-platformer, although it is more apt to say it's more of a "you got puzzle in my platformer!" as opposed to "you got platformer in my puzzle!" That's not to say that the game is completely devoid of puzzles; there are a fair few levels in the game that do require actual thought. One feature I would've liked to have seen would be to look the level over beforehand so that you would have no surprises going through the level, or in the case of a puzzle at the end of the level, you would have ample time to figure it out.

The controls are fairly simplistic; the mouse does everything. Left mouse button shoots your tether (you can shoot two) and right mouse button allows you to jump. Jumping takes a bar of health, of which you have four. To sever a tether, you click and drag a line over said tether; "much like one would in a tablet game," I had thought. It turns out that I was right; this game is a ported tablet/phone game. One thing I wish the game would have done on the control scheme would have implemented is a Portal-esque control scheme where LMB would fire/retract the left tether (you could even color-code it like Portal) and RMB would fire/retract the right tether. Also, jumping would quite naturally be space.

So, you may be asking: this sounds quite alright for a game. Why the thumbs down? I've gotta be honest; I just don't find the game fun. Yeah, it's hard and I do enjoy challenging games, but this game more often than not felt hard because of the control scheme. Even after five hours, the control scheme felt clunky and sometimes downright unresponsive. Perhaps it was just me being bad, but there were quite a few instances where it felt like the game just dropped my inputs. Also, severing the tethers with a line is inherently imprecise and quite often killed be because either the camera moved the line around or I cut a tether I didn't even mean to.

A question a game designer friend asked me one time when I was talking about a game was along the lines of "are you playing a game to beat it or are you playing a game because you want to and are having fun?" For pretty much the entire game, my answer to that was the former, up until 2-18 where I instead opted to answer, "I'm not playing the game anymore." That was the stage that made me stop and realize how little fun I was actually having. Also, that's why I said I may have actually had more fun playing Cloudberry or Eryi's Action earlier; while those games are unfair by design, at least I'd be excited and having fun, however masochistic of fun it may be. I just stopped caring after a while with this game.

That's the tragic bit about this game, though: I liked the concept. I liked the idea, but the execution of said idea just wasn't any fun to me. You may feel different, and that's okay; I've never had the most popular of opinions. However, I can't personally recommend this game on the gameplay alone. 4/10.

Story: You are battery. Escape the plant. Yeah, not really worth talking about or even rating.

Graphics: When you start the game, you are greeted with everybody's favorite Unity launcher, which gives you the option of changing resolutions and graphical fidelities from three presets. There really isn't any need for super precise control of graphical fidelity, since this game opts for more of a stylistic presentation as opposed to a technical presentation. The art style in this game is... alright, I guess? It's rather Puddle-esque, although Puddle had some thematic variation. Unfortunately, some portions of the foreground do get in the way of some levels. It never created that much of an issue for gameplay, but it's still annoying when you're hidden behind a foreground pipe. The graphics style never did much for me, but at least it's functional. 2/5.

Sound: Holy butts the music in this game is boring. It's some of the most uninspired techno I've heard in a while. Like seriously, the music in this game is not good at all. I ended up turning it off after a while, instead opting for other OSTs like Unreal Tournament's and Digital Devil Saga's. I had a better time after doing that. Because I ended up deciding that the music was so uninteresting that I had to turn it off, I'll give it a 1/5 for the sound portion.

Overall scores are: 4/0/2/1; cumulative score of 3.5/10. I picked it up while it was on sale, so I don't feel like I've been ripped off or anything, but I do feel like I kinda wasted my time with this game. You may end up liking it, but I just can't personally recommend it.
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6 of 7 people (86%) found this review helpful
2.4 hrs on record
Posted: April 30, 2014
Difficult but satisfying, this game is great. It has a fantastic presentation and a great use of it's mechanics. Volt isn't for the feint of heart though as it can be very challenging.
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2 of 2 people (100%) found this review helpful
7.4 hrs on record
Posted: May 31, 2014
I didn't really get into it the first time I played, but now that I got a bit further in it, it's just the right mixture of logic- and skill challenge. It is absolutely worth a try since you wouldn't exchange those "eureka" moments for anything; and somehow this game manages to give them one after another (by making puzzles look hard but be actually pretty quick to solve). Play if you want to feel smart. :)
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12 of 22 people (55%) found this review helpful
2.1 hrs on record
Posted: May 29, 2014
I didn't like this game. I'm not saying it's bad. Actually I really like the idea behind this game. But 14 levels in I quit the game and left it minimized to get all cards.
The gameplay was just so frustrating to me that I just couldn't go on. I just couldn't stand the helplessness of the movement system. Losing momentum and not being able to do something about it(apart from just restarting the level) simply rubbed me the wrong way.

I know that it's a completely subjective thing and thus this review is pointless, but I just needed to put this out here.
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2 of 3 people (67%) found this review helpful
1.7 hrs on record
Posted: April 15, 2014
I bought this game on sale for $2, and I am impressed. It has a good system (insanely frustrating mind you). I would recommend anyone who has any patience what-so-ever to play this game.
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3 of 5 people (60%) found this review helpful
0.5 hrs on record
Posted: October 26, 2014
cute.Also kinda hard. It feels kinda like the mobile game 'cut the rope' too. I would prefer this game as an mobile game, but the PC platform is also okay on my opinion. requires some brain activity and some thinking. the graphics aren't awesome, but it's not bad for a puzzle game. nice game to play when you llike puzzle games or have some time on your hands.
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