A simple, fast paced platformer with one small change: Your character can't run. Play as an adorable robot named Blitz and help it escape the factory it was built in. The only problem is, it seems like everything is trying to break you!
User reviews:
Positive (38 reviews) - 92% of the 38 user reviews for this game are positive.
Release Date: Feb 2, 2016

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August 1

Holy man wow it's out for iOS!

Hey guys! Just wanted to give you all a heads up to let you know that Blitz Breaker is now on the app store!


So for any of you who are interested in playing it on your iphone or ipad, have at er!

And don't worry, I'm still working on the android version, but these things seem to take time (more than I'd like though)

Thanks everyone!

1 comments Read more

July 22

Not related to steam, but it's coming to iOS soon!

Sup peeps,

Haven't been very active lately, lots has been going on in life (job change, general family stuff, etc etc)

ANYWAYS, I'm here to announce that the iOS version finally has a release date, which is August 1st!!!!!


Anyways, here's a trailer:

If you guys wanna help spread the word (and have a chance to win a copy, and I would really appreciate it) you can here: https://twitter.com/blekdar/status/755827644768280576

I am super stoked to finally be launching this, and thank you guys for being so patient!

2 comments Read more


“Blitz Breaker doesn't waste any time. Within seconds, you're in, learning the game's ins and outs, which are comprised of a sole jump button and directional inputs (with support for a keyboard or gamepad).”

About This Game

Quick Note: Got some questions for the developer? Feel free to email bonchogames@gmail.com

What is it?

Blitz Breaker is a simple, accessible twitch platformer with one small change: Your character can't run.
Play as an adorable little robot named Blitz, where your goal is to escape the factory you were built in. The problem is that it seems like everything is trying to break you! That is, with the exception of Chip: A friendly computer helper who is totally your friend!


The gameplay is as simple as it is satisfying. Blitz can only jump, and perform an air dash in one of 4 directions. Upon colliding with an object that doesn't break you, you are free to dash again. Use this to navigate a variety of challenges and hazards, including spikes, cannons, missiles, lasers, mines and even giant mechanical monsters.

Featuring challenging but fair difficulty, the skill lies in your timing, and ability to react. Perfecting these skills grants you stars, which are used to unlock additional heads to dress Blitz up in. Your ability to search and explore can lead you to secrets, and keys to portals harboring even greater challenges.


  • Simple + multiple control schemes. You can play with keyboard or gamepad (optimized for 360 gamepad), and the entire game can be played one handed. (Currently working on support for Steam Controller)
  • Tough but fair difficulty
  • 101 lovingly handed crafted levels
  • Four boss levels to challenge and conquer
  • Over 20 heads to discover and collect (some are more secret than others)
  • Secret Warp Zones to unlock and challenge
  • A wicked chiptune sound track by Fat Bard
  • Fantastic arcade cabinet style side art to decorate your experience

System Requirements

    • OS: Windows 7 - 32-bit
    • Processor: Intel i3
    • Graphics: Intel HD 4000
    • DirectX: Version 9.0
    • Storage: 100 MB available space
    • Sound Card: Probably a good idea
    • OS: Windows - Blitz Edition
    • Processor: Ultra core processor with Blitz Processing
    • Graphics: B-Force graphics card with Blitz-Sync technology
    • Storage: 100 MB available space
    • Sound Card: Blitz enabled sound with Blitzy Digital Surround Infinity
    • Additional Notes: Seriously though, just go above the minimum.
Customer reviews
Customer Review system updated Sept. 2016! Learn more
Positive (38 reviews)
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27 reviews match the filters above ( Positive)
Most Helpful Reviews  In the past 30 days
1 of 1 people (100%) found this review helpful
2.4 hrs on record
Posted: October 21
Product received for free
[Full disclosure: My copy of Blitz Breaker was supplied bywww.pcgamesnnews.wordpress.com]

When discussing games of incredible difficulty or challenge, there are typically three schools of thought I subscribe to: Spelunky for roguelikes, Dark Souls for action/RPG, and Super Meat Boy for arcade-like, rapid fire levels. Blitz Breaker comes from the latter school; featuring levels that frequently take less than a minute or two to complete, are full of gimmicks that are introduced over time, and becomes the stuff of patience-testing nightmares near the end. While the controls are incredibly simple and easy to underestimate, the skill, tact and timing needed to execute successful runs through the levels is still quite impressive, even if the game has some bothersome elements that could’ve been avoided.

Your character cannot walk or run; the only methods of locomotion are a meager little jump, dashing in one of the four cardinal directions, and using parts of the environment, like by a magnetized platform or conveyor belts. The catch is that your character doesn’t stop dashing until they bump into a surface which, if the surface is a harmful one, then results in exploding death and returns you to the start of the level to try again. The levels and obstacles are all designed around this control scheme in compact levels that are quick to complete when you know the tricks. To be expected, the game is clever in unveiling new gimmicks (sawblades, cannons, keys etc) and starts off easy until they’re mashed together to really test your skill. These levels, or ‘worlds’, are punctuated by boss battles that are quite punishing, since a death restarts the entire fight from scratch. Levels have a par time and meeting this will reward you with stars, a collectible needed mainly for completionism, but which also unlocks different characters who have no purpose other than a visual one. Extra time towards the par can be gained by collecting coins throughout the level - Later on it feels like every coin must be grabbed to reach the par time unless speedy tricks are used to shave precious seconds. While the first twenty or so minutes will be a relative breeze, before long Blitz Breaker gets real mean and unfortunately rather irksome.

I’m not exclusively talking about the difficulty in terms of level design anymore, since that’s to be expected out of a game like this. Hitboxes interacting between your character and obstacles can be an iffy deal, since a handful of pixels brushing past a spike can result in some dubious deaths. This also is a problem when falling at terminal velocity and then dashing at the last moment; you’ll hear the sound effect of the dash being executed via your input, yet your character will still take a death regardless. It’s hard to tell if this is just the hitboxes not co-operating or if this is a proper bug that never got ironed out. The timer at the top of the screen obstructs the upper section of the level, and this can result in dashing headfirst into spikes hidden behind said timer if you’re not aware, which feels just downright silly. The game also does itself no favors by having a taunting message appear on screen after a death, resulting in annoyed jamming of the jump button in order to get by it as fast as possible and begin a fresh run. This makes fast restarts take a moment too long which can be a deal breaker for a game like this.

The biggest takeaway from Blitz Breaker of all comes not from a design quirk but from player input; in that you will try to dash around as fast as possible and make the same mistakes constantly. Even when there’s a spike wall to your left and a conveyer belt needs to carry you to the next platform, there will be that awful urge to dash that way to try to save time. I cannot count the number of times I’ve dashed straight into a spike wall after breaking a barricade and mashing the button to try and save time instead of just waiting for the correct and safe moment to continue. The game excels at preying upon player impatience, especially if you’re trying to go for every par time and collectible. This is both great game design and comically infuriating, and you’ll certainly have to train yourself to not just dash yourself to oblivion at every waking opportunity.

So even with some bothersome points that can effectively rob a successful run, Blitz Breaker is still a competent little title, with emphasis on little. The game is incredibly affordable and also short if you’re just trying to finish the game, but getting all the collectibles and par times is another story entirely, especially with them being scattered across an infinite-lived Story mode and an Arcade mode with finite lives. The difficulty may be off-putting for some, but for those looking for a new challenging platform in same veins as Super Meat Boy and the like, Blitz Breaker certainly can be recommended.
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Most Helpful Reviews  Overall
22 of 32 people (69%) found this review helpful
18.4 hrs on record
Pre-Release Review
Posted: February 2
I received a review copy from the developers

If you’d prefer a video review, have a look here: https://www.youtube.com/watch?v=atfuDj-x0fQ

Do you like Super Meat Boy? How about all those death gauntlets filling up the Mario Maker servers? Do you get a kick out of spending 5 hours on a level -- your right hand reaching for the doritos upon every death and break in the action -- to finally complete it before moving on to the next (which’ll take 6 hours by the way) in a seemingly endless loop of misery for a grand total of a mere, maybe, 5 seconds of satisfaction?

Yeah, me neither.

Which might lead you to believe that this is gonna be a negative review of Blitz Breaker. You’d be wrong. The fact that this game, a really difficult (at least in the last third) 2D platformer, had me glued to my seat, me being a self admitted hater of platformers and all things mario, for 6 hours straight one evening, is why I think it’s a fantastic game.

Blitz Breaker does have its slow moments, but all in all it’s a much faster game than Mario or even Super Meat Boy. And it’s because the developers opted to do away with traditional left and right walking controls in favour of slamming their heads against a wall repeatedly.

I don’t mean that as an analogy of the oftentimes tediousness that is developing video games, but instead literally. The way you traverse the map in Blitz Breaker is exclusively charging in a direction until you hit something; with the odd hop every now and again.

This game is very beautiful for what it is. At first it might just seem like a typical retro inspired 2D indie game, but it’s the camera shake whenever you bash into a wall, it’s the extremely easy to miss splashes when you enter or exit the water, it’s the tiny golden pulse of light whenever you collect a coin. All of these things throw Blitz Breaker into modern times, and the beautifully made animations combined with the appropriate thudding sound effects and the surprisingly memorable soundtrack create this nearly flawless presentation that I think makes up 50% of the reason I enjoyed the game so much. I don’t know how big the developer Boncho Games is or exactly who works there, but they have an incredible eye and ear for production design. One detail I particularly enjoyed was the different animations that some of the playable characters have for when you’re just falling. I will say that I don’t think that the game gains anything in particular by cutting off the resolution into the small window, and maybe the levels could have had a bit more colour variety in them, but those are both nitpicks; you soon forget that you are playing on a smaller screen, and the lack of environmental variety can be explained away by the location you are supposed to be in story-wise.

The mechanics are the other half of what makes the game great. The controls are nice and tight and work well with both controller and keyboard though I will say that, while this can be fixed by simply using the d-pad, the analog stick could be frustrating to use here. The thing that I think really makes this a fun game to play from a strictly gameplay point of view though, is that it’s satisfying to zip around a level like you can in Blitz Breaker; narrowly avoiding deadly sawblades and missiles with pure speed and response time. This is definitely possible in other platformers but, outside of optional objectives like a reward for being quick in Super Meat Boy, it’s very rarely required that you act fast. In Blitz Breaker there are many situations where if you don’t move you will simply fall onto some spikes. That combined with the game always introducing new kinds of level layouts, bosses and hazards means the game stays interesting. Ultimately though, if I had to pinpoint what I enjoyed about this game as opposed to something similar like Super Meat Boy, it’d all come down to the controls. I often find in platformers that the controls just feel too floaty, or the way my character moves is too slow, and that’s the case with Mario. In this game everything just feels so fast and responsive, and so it was easy for me to get into.

I’ve really been sucking the game off so far, but it’s time for me to talk about some of the weaker elements of the mechanics. Intrinsically, the way the game works is great, but every now and again I’d encounter a level that just felt like I was running into a wall (no pun intended) over and over again in the hopes that it would eventually break. The best example of this is a particular level half-way through the game called “precision” that is designed around the idea of fitting through tiny little spaces without touching the spikes. It took me about 30 minutes to beat it which is not the longest time I spent on a level in this game, but it stands out to me because I didn’t really feel like I was getting better at the level, or that I had to apply any kind of technique, and so when I beat it I felt relieved rather than satisfied. In my eyes the ultimate platformer would be like a puzzle game; where each level is a new problem that you have to solve by exploring different strategies and ways of approaching it.

There isn’t really anything to the story. There’s only one cutscene for the game right at the end, and even then I didn’t really understand exactly what the main character was trying to achieve the whole time. It wasn’t bad and it didn’t take away from the experience by being absent, but there’s also no reason why a game like this can’t have a compelling or funny story that’s being told through narration, cutscenes between bosses, or environmental tells. That’s not a negative, necessarily; if you’re interested in the gameplay then this won’t be an issue, but I thought I’d acknowledge that the game could have been more in this area, and definitely gave itself a limiting factor to the kind of people it might appeal to, its distinctiveness from other platformers, and ultimately its memorability. I’d argue that a lot of what made a game like Super Meat Boy so popular was the ridiculous theme and the comedy. That said, I’ll take a nonexistent story over an intrusively bad story.

Guys, here’s the real kicker. This game is only $3 and I got 15 hours out of it; 15 hours of high quality content. This makes it, in my opinion, an absolute must buy for any fan of platformers, and a tentative recommendation, even, to haters of platformers. If the reason you can’t stand platformers is because of their slow pace, then this is definitely your antidote. And for $3? Everyone should try this game, frankly, it’s dirt cheap so you’re unlikely to have buyer’s regret, and even then, provided you’re going to play it, I don’t believe that, to most people, this game will be a bad investment for them -- and even if you don’t play it you’re only out $3! Seriously, go buy this game (it sounds like I work for them, but for real, this is my genuine feelings on the game).


Presentation: 9
Mechanics: 8
Story: 5
Price to content Ratio: 10
Personal Enjoyment: 9

Final: 8.2/10

I’m awarding Blitz Breaker an 8.2 out of 10. The presentation was phenomenal with extremely minor complaints; the Mechanics had a few issues here and there, but were intrinsically sound. The story just didn’t exist, and so it could have been more; the real knockout here, in my opinion, is the price to quality ratio -- this game could have easily sat at $10 dollars, maybe a little more and still gotten a recommendation from me, but this is incredible. And I got 15 hours out of this game collecting all the little optional stuff; getting all the stars; everything! On top of everything else I really just purely enjoyed this game.
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7 of 7 people (100%) found this review helpful
11.9 hrs on record
Posted: August 24
A dash plaformer, you dash in each direction of your choice until you hit an obstacle.
Fast paced, short stages, fun and quick bosses.
The difficulty curve is just perfect, teaching you the basics and slowly getting harder, while introducing new mechanics as you keep going.

I recommend this game for the average Joe and the hardcore players out there altogether, it has enough content to appeal for both audience.
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9 of 13 people (69%) found this review helpful
1 person found this review funny
1.7 hrs on record
Posted: February 2
I've played the demo for this quite a bit on Scirra's website, and so far the full game is pretty awesome. The way you control the character is clever and flying around the levels is fast and fun. Definitely recommended.
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21 of 36 people (58%) found this review helpful
1 person found this review funny
Not Recommended
12.8 hrs on record
Posted: February 10
The story? Nonexistent, but the game doesn't need one.
The controls? Good and responsive, no issues with dropped inputs here.
The graphics? Passable and never visually confusing, which is good for a precision platformer.
The music? Decent, gets old once you have to listen to it so much though.
But... the level design... sigh.

This is just a textbook case of a game with lots of potential ruined by tedious level design. I'm gonna spoil a secret for you: Making something longer does not make it harder. It makes it more tedious. Those 6-screen, 8-screen, 10-screen levels? They could easily be several great 2-3 screen levels. Especially since this game is quite good at not repeating ideas; even the final levels are still tossing out fresh level design ideas without feeling stale.

But when you have to replay the first half of a level just to even get a shot at the second half, and the first half is hard enough on its own... I get frustrated for all the wrong reasons. It's simply not fun to keep replaying the same few rooms just desperatle hoping for a chane to learn the later ones. The gauntlet levels and final boss are the main offenders here, really, they're mostly too bloody long. Gauntlet VII in particular requires you to replay through the entire level, backtrack through half of it to collect a green key, and on top of that go through the hardest room in the entire level just to get the key. Not to mention an equally hard room right below it that, thankfully, you can skip... and then you have to make it back to the end of the level after collecting the key, backtracking through the room you just went through first. And Gauntlet X... sure, it's the level that will take the longest to clear, but you wanna know why? Because you have to clear 6 screens of gameplay to even get a shot at the later three, and I have a sneaking suspicion that there's going to be even three more beyond that door in the ceiling (even if there isn't, it's already way, way too much) [UPDATE: There wasn't, thankfully, but my point still stands.] It doesn't help that the bottom rooms are far harder than the upper rooms, and that you have to get through the already difficult top rooms just to even get a shot at the lower ones. It ain't fun, yo.

Am I being fair to the game if I did genuinely enjoy it through most of the first three worlds? Ehh. Even ignoring the awful bonus level, and ignoring the last level of Warp 8 that starts out with legitimately the worst screen in platforming history, there's still too much obnoxious design in the later parts of the main game for me to recommend it. I feel like the bad significantly outweighs the good since it just completely kills any fun factor for me. But honestly if I could I still think I'd rate this a "meh", 'cause it's far from an awful game and a lot of the earlier level design is compact enough and interesting enough to be worth playing, especially for the low price this game is offered at.
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4 of 4 people (100%) found this review helpful
0.6 hrs on record
Posted: May 19
A little piece of a heart.

Super sweet sounds.
Novel twist on platforming.

Blitz Breaker is perfection.
Deserves your attention.
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9 of 14 people (64%) found this review helpful
1 person found this review funny
0.8 hrs on record
Posted: February 2
Blitz Breaker has a lot going for it: simple yet intricate controls, levels that are equally simple yet intricate, a butt load of unlocks, a stellar musical score, and clever writing that'll keep ya going after dying twenty times over on the same level. That last part I said though, that's very important, you're gonna die a lot. You gotta know beforehand that Blitz Breaker is gonna shift between quick reactionary button presses to waiting and timing based sequences, you gotta stay on your toes through every level or you're gonna have a bad time. If you're even considering buying Blitz Breaker, you really should get it considering it's only three frickin bucks, and manages to be a stellar time killer, putting in a few minutes at a time works but so does a half hour. the arrow keys and WASD work with this game as well as the controller, but in my opinion I found using the keyboard (specifically WASD since I'm left handed) the best way to play this game.

So, to conclude: Blitz Breaker is 3 frickin bucks, it's a total time killer, the levels are wonderfully designed, there are lots of different characters to unlock and they're all cute as heck. Now go buy this game

Big thanks to Boncho Games for the review copy, I had a ton of fun with this game and I'm sure to be playing it off and on for quite a while :D
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4 of 5 people (80%) found this review helpful
Not Recommended
19.9 hrs on record
Posted: September 8
Spheres with square hitboxes...
Spikes with square hitboxes...
Pretty much every object in this game, regardless of its shape, got a large square hitbox...
It totally ruins the platformer when you keep getting killed by objects that didn't even touch you.

Everything else is pretty much great:
* the difficulty scales well with the game
* levels are well designed and not repetetive
* lovely graphics and nice soundtrack

If you are not going for 100% achievements and want to play it just for story mode go for it. It's totally worth the price.

However, due to that lazy hitbox implementation and frustration it caused I can't give this game a positive reviev.
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12 of 21 people (57%) found this review helpful
15.2 hrs on record
Posted: February 2
Steam key provided by the developer for review; I spoke extensively with them in the form of feedback.


Full review with screenshots:

Feature Y/N/Rating
Aspect Ratios Horiz 16:9 w/ Border or Vert 9:16
Framerate Cap 144+
Performance Just Fine
Options Very Few
Key Rebinding No
Controller Support/Rebinding Yes, No

PC Port Quality

Runs in HTML5; dedicated fullscreen isn’t available and most injected overlays (Steam, RivaTuner, etc) won’t work properly. No framerate cap; I can confirm at least 144FPS and that it v-syncs properly. The options amount to toggles for music and sound effects, windowed/borderless-fullscreen, and your choice of side art. The side art and border make the whole image 16:9, but one option removes everything and it becomes 9:16 instead. You can set your display to vertical to fill the entire display, but there's no official ‘Tate Mode’ yet to make the switch easier.

While windowed, the game is surrounded by a black border until the window is large enough to step up to the next integer. The minimum size is 2x the base art, and it’ll snap to 3x/4x/5x/etc. Fullscreen at 1080P w/ the side art keeps the game at exactly 4x. All resolutions should be sharp, as nearest neighbor filtering is used.

There’s no rebinding, though there are multiples of the bindings on both the keyboard and controller. You can use WASD/Arrows/D-Pad/AnalogSticks to dash, Space/Enter/Bumpers/A to jump, and ESC/Backspace/Start/Back/Triggers/B to pause. All function identically; there's no analog movement. Both controller and keyboard inputs will function simultaneously, as will any of the multiple mappings on each input method. I used the arrow keys most often, but hdidn't like using my left arm for just space. Jump is used as a small positioning tool, rather than a consistent core function like most other platformers. I externally rebound Right Ctrl and Numpad 0, which sit on either side. It played very well, and should vbe coming in a later build.


It’s technically a 2D platformer, but it really doesn’t feel like one. Your movements are limited to a short jump, and a vertical/horizontal dash that doesn’t stop until you collide with something. These ations are consistent and it feels very responsive. You bash into the wall, and you’ll almost always bounce outward to the same point. Once you dash you give up all control, but the frame you collide with something you can dash again, and can even prepare that it holding the direction during the previous. Using that technique allows you to go very fast with minimal effort, but as you progress, the levels contain far more spikes along the walls. You’re forced to balance riding the walls to go fast, with timing your dashes to clear hazards.

The various collectible heads (24 total) are found in secret levels, with others being gated by ‘Stars’, earned by completing a stage with more than a certain value left on the clock. Coins add to your timer, forcing you to not only dash in the proper places to collect them as you go, but it also presents optional paths that are out of your way, but filled with coins so that by the time you get back to the goal you’ll have a higher counter than before. You're often teased as you pass right by the goal to go grab coins in a more challenging section. There are purple squares in 1/3rd of the levels behind similar sections.

The 101 levels are split across 4 areas. Each have 18 levels, two secret warps of 3 extra levels each if you to collected each purple cube. The final section of each area is a boss, each offering a challenge different from the standard levels, along with bonus heads to grab.

The Arcade Mode puts you through all the same levels with tweaked mechanics. You have lives, the purple squares change to 1-ups, and coins convert into lives as well. A timer ticks up as you progress, so assuming you can reach the end, you could compete against others with a definitive score for your single run. You can quit out save runs for later. It's clearly meant for speedrunners, but I don’t think it’s quite pure enough. Less than incredible players are actively forced to collect coins and 1-UPs to have enough chances to even finish the more difficult levels, skewing their final score. A pure speedrun mode with just the timer (no coins, pick-ups, or lives) would be a nice addition.

Outside of secret levels use an inverted palette, and some with water, there's little visual variery, but it does a great job of introducing new mechanics as you progress. Combining hazards and obstacles in new ways, it remained compelling the whole way through. It can be very frustrating in certain sections, even more so if you’re aiming for 100% completion. The game lacks a dedicated reset button, which could have slightly lowered the delay between certain attempts. I’m not the most patient, so while I made it through to the final boss, I’ll likely never get every star and collectible.


The pixel art aesthetic is very simple, but charming and cohesive. Hazards and objects are conveyed well, which reduced some early trial and error, though the hitbox for spikes isn't exactly as you'd expect. The custom heads are really cute, each having extra art for jumping and dashing states, though it would have been nice to see a custom trails to replace the default 4 color rainbow. Some of the character’s movements can snap to the original pixel-art grid appearing choppy, though the dashing movements are too fast for it to matter.

The wonderful chiptune soundtrack by Fat Bard suits the game extremely well, and it’s on the level that I listen to the OST on its own; I’m a fan of the genre. All of the retro sound effects fit well, but a few are quite loud or abrasive, drowning out the music in small sections. A slider instead of the toggle would help alleviate that.


Blitz Breaker is a relatively simple title and you could potentially reach the end in less than an hour, but it's difficulty and the learning process make it significantly longer. Playing more like a rhythm game than any traditional 2D platformer, it’s a unique, tactile experience paired with well suited visuals, and a brilliant chiptune original soundtrack. It won’t win any artsy-fartsy awards, but it’s a sharp and can have a bit of longevity should you choose to master it.

If you’ve ever played a game on Nitrome back in the day, you’ll have an idea of what this is going for in terms of content. While those games were often built around sloppy, physics-based controls that made them difficult, Blitz Breaker is precise and responsive. It becomes brutally challenging near the end, but rarely feels genuinely unfair or unsatisfying as it largely avoids RNG-influenced mechanics. As both of my friends and I will attest, you’ll die a ton, but are assured that it is possible, driving you forward each time you pick it up. The star system and unlockable secret levels drive you back to replay and fully complete earlier stages, and in doing so you’ll see just how far you’ve progressed in your understanding of the game’s movement system and ability to read the environments on the fly.
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2 of 2 people (100%) found this review helpful
4.8 hrs on record
Posted: February 16
What a sweet little game. Unforgiving but very enjoyable at the same time, it will suck you in and you won't be prepared for it. I like tight level design, characters and controls. And Blitz Breaker somehow looks and feels like old cult classic Mighty Bomb Jack, which I can't wait to be rebooted someday properly.
Oh, and I like music, too. Not every track, but most of it.

I would like to see a sequel of this little gem:-)
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Recently Posted
1.8 hrs
Posted: October 11

The tight controls on this masocore platformer makes for an enjoyable experience. The super narrow cellphone screen playspace makes for a lackluster presentation. Challenging level design rewards players with a feeling of accomplishment marred by the not uncommon death to unseen hazards on screen transition.

The game's formula is solid but it's presentation is holding it back, a better use of the screen space would make this a solid recommendation.
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23.5 hrs
Posted: September 2
Platformer Game, HARD GAME, harder than I tought it would be
at first kind of easy, until I reach the Gauntlet Level,
get a headache, stress, and depressed every time
101/10 fun game
Helpful? Yes No Funny
0.9 hrs
Posted: September 1
Helpful? Yes No Funny
6.9 hrs
Posted: July 2
Qute little, but challenging platformer with beautiful style. Easy to play with keyboard.

Although I agreed with some other reviewers: sometimes levels are bocoming too long and too tedious. Why don't make 2-3 short levels instead?
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2.4 hrs
Posted: May 29
It's fun to play
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78.1 hrs
Posted: May 17
Really good game 10/10 great physics and just a greAt platformer in general
Helpful? Yes No Funny