6 Reviews:
bummerman222
This game gets a 0.1 instead of a 0.0 purely because it was so bad that I had to give at least a little credit to this monstrosity. It is reminiscent of games such as Pharaoh, or something else that would appear in sudoku. Full of dumb traps, invisible triggers, safe spots from invisible triggers that are so hidden, even decompiling the game won't help you find them. It also has bosses, which require you to mash fast or they're either impossible, or just dumb. Never play this game.
[5] Likes
Rating: 0.1 1
Difficulty: 70 70
Feb 13, 2018
Jopagu
Oh my God this is so horrible
It's the ravings of a madman. Utter lunacy given form. And yet, a method to the madness; a few brief segments where there are hints, little puzzles to solve guiding you towards the fake blocks. And then like a lightning bolt in the night sky, they're gone. It's back to guesswork. Invisible blocks that appear. Invisible blocks that never appear. Solid spikes. Invisible platforms. Blocks that kill. Strewn about like the scrawlings of a child who has seen what lies behind the veil.
It's complete and utter garbage. There is no redeeming factor. It's not even funny.
And yet...
It's macabrely fascinating. I couldn't bring myself to look away. I had to know more, to dive deeper, to find the next hidden block. The sheer horror of it all draws you in to witness the next grotesque abomination. You think at some point you'll grow numb to the pain, but it never happens. Each screen brings a new perversion of game design, a new monstrosity to force yourself through with gritted teeth. It feels like it will never end, like you are stuck in some Sisyphean torment, cursed by Hades to play this game for all eternity. When I finally reached the clear screen, I was struck with disbelief. It couldn't be over. And yet it was, fading away into memory, its scars fading from my mind with each passing moment. Someday, I will have forgotten what I went through today. I will have forgotten Story. But it will not have forgotten me.
Wholeheartedly recommend.
[2] Likes
It's the ravings of a madman. Utter lunacy given form. And yet, a method to the madness; a few brief segments where there are hints, little puzzles to solve guiding you towards the fake blocks. And then like a lightning bolt in the night sky, they're gone. It's back to guesswork. Invisible blocks that appear. Invisible blocks that never appear. Solid spikes. Invisible platforms. Blocks that kill. Strewn about like the scrawlings of a child who has seen what lies behind the veil.
It's complete and utter garbage. There is no redeeming factor. It's not even funny.
And yet...
It's macabrely fascinating. I couldn't bring myself to look away. I had to know more, to dive deeper, to find the next hidden block. The sheer horror of it all draws you in to witness the next grotesque abomination. You think at some point you'll grow numb to the pain, but it never happens. Each screen brings a new perversion of game design, a new monstrosity to force yourself through with gritted teeth. It feels like it will never end, like you are stuck in some Sisyphean torment, cursed by Hades to play this game for all eternity. When I finally reached the clear screen, I was struck with disbelief. It couldn't be over. And yet it was, fading away into memory, its scars fading from my mind with each passing moment. Someday, I will have forgotten what I went through today. I will have forgotten Story. But it will not have forgotten me.
Wholeheartedly recommend.
Rating: 0.5 5
Difficulty: 60 60
Jun 15, 2023
Kelvar
I've played a lot of games others might consider low-quality, and ended up enjoying that experience. At first, this game felt like one of those, in a semi-obscure puzzle-esque way. However, there were few sections that were especially illogical, and several aspects of its design that were just annoying.
It contains all the typical sudoku trends (obscured killers, invisible appearing blocks, blocks without tiles, tiles without blocks, unclear pathing...) However, these elements were indicated via slight tells in the level design... for the most part. Some examples include "fake" tiles being offset by one pixel in the second room, a line of fruit being slightly offset under invisible platforms, and a "guess the path" section where half is telegraphed, and half is the same path, but mirrored.
These aspects were pretty interesting from a design perspective, and have the "creative with limitations" vibe that a lot of non-satire sudoku games have.
The biggest issue I had with the design was the unmarked invisible platforms. Since neither bullets nor blood collide with platforms, they can only be found by landing on one. If I didn't have a video to guide me, I would have absolutely quit on the first screen that uses them. (it looks like one from IWBTG). Even when I watched another player follow the path, trying to land on them felt like making an educated guess.
Perhaps these were also hinted in some way, and I just couldn't figure it out. However, looking at the screen, I see nothing to indicate where these invisible platforms would be.
There were also several parts that were extremely boring, especially the platform ride down through a fruit maze.
In contrast, the next room had a fruit maze quickly descending on you, and I found it much more enjoyable. It reminded me of the latter half of the Tower of the Guy from IWBTG.
The bosses were also very mash-heavy. They have no iframes and a fair bit of HP, which is made worse by the fact that they spend much more time out of your reach than in it. There are also survival sections where you are required to survive on a timer in a room with a few attacks repeating. The actual attacks are fairly easy to avoid, so these both are mainly tests of patience.
As is par for older games, the music starts over on death/reset. Music from the prior screen also persists through screen transitions, so you'll have to save and restart if you don't want the audio chaos of two overlapping songs.
[1] Like
It contains all the typical sudoku trends (obscured killers, invisible appearing blocks, blocks without tiles, tiles without blocks, unclear pathing...) However, these elements were indicated via slight tells in the level design... for the most part. Some examples include "fake" tiles being offset by one pixel in the second room, a line of fruit being slightly offset under invisible platforms, and a "guess the path" section where half is telegraphed, and half is the same path, but mirrored.
These aspects were pretty interesting from a design perspective, and have the "creative with limitations" vibe that a lot of non-satire sudoku games have.
The biggest issue I had with the design was the unmarked invisible platforms. Since neither bullets nor blood collide with platforms, they can only be found by landing on one. If I didn't have a video to guide me, I would have absolutely quit on the first screen that uses them. (it looks like one from IWBTG). Even when I watched another player follow the path, trying to land on them felt like making an educated guess.
Perhaps these were also hinted in some way, and I just couldn't figure it out. However, looking at the screen, I see nothing to indicate where these invisible platforms would be.
There were also several parts that were extremely boring, especially the platform ride down through a fruit maze.
In contrast, the next room had a fruit maze quickly descending on you, and I found it much more enjoyable. It reminded me of the latter half of the Tower of the Guy from IWBTG.
The bosses were also very mash-heavy. They have no iframes and a fair bit of HP, which is made worse by the fact that they spend much more time out of your reach than in it. There are also survival sections where you are required to survive on a timer in a room with a few attacks repeating. The actual attacks are fairly easy to avoid, so these both are mainly tests of patience.
As is par for older games, the music starts over on death/reset. Music from the prior screen also persists through screen transitions, so you'll have to save and restart if you don't want the audio chaos of two overlapping songs.
Rating: 1.5 15
Difficulty: 50 50
Jul 3, 2023
AtomicTangerine
It's okay. kinda. Trap game with very basic triggers, the kind that just set v/hspeed and then call it a day.
Portals in the load game screen are unlabelled. Bottom Left is "Load game" and bottom right is "medium."
Got stuck on a screen so I decompiled the game; turns out it's only a quarter of the way through the game but the screen's impossible to beat.
Default tile-set, restarting music
Q is your friend for finding hidden/fake blocks.
[1] Like
Portals in the load game screen are unlabelled. Bottom Left is "Load game" and bottom right is "medium."
Got stuck on a screen so I decompiled the game; turns out it's only a quarter of the way through the game but the screen's impossible to beat.
Default tile-set, restarting music
Q is your friend for finding hidden/fake blocks.
Rating: 0.9 9
Difficulty: 30 30
Jul 29, 2016