Blow Things Up – OFFICIAL Walkthrough + Kongregate Helper’s OFFICIAL Review
[View the Walkthrough at NotDoppler] Game Description: Blow Things Up is a physics puzzler build upon the idea of having to knock all of your enemies off the screen, while keeping your allies, or “good guys” safe from the wrath of your explosives. Your goal in the 42 levels is to eliminate all of the enemies, but it won’t be as easy as it sounds! Along the way you’ll have to fight through debris to get through to the enemies as their structures and buildings collapse around them. Also, when the structures fall, be sure to not let them knock and of the “good guys” out of bounds or else it’s game over!
Blow Things Up was a fairly simple and straight-forward game. While some levels were difficult, most of the levels (1-42) were way too easy. I got through most of the levels on my first try and the levels that I didn’t complete on my first try were easily completed through a little bit of trial and error. With that said, this wasn’t as much as a skill game as it was if you could figure out the puzzles, which can be taken either way, but I’d like to think of it as a good thing if you’re aiming for a puzzler and indefinitely a bad think if it is truly titled a skill-based game. Still, the levels were too easy, but there were a couple of levels that took actual thought. For me, the first run-in with that was with level 8, which looks more like a rushed job than all of the other levels, but if we were to take into consideration actual levels, I’d say that level 15 is the one that really got me thinking for a while. Obviously, right when I figured it out I scolded my previous train-of-thought on how to complete the level, when the answer was so apparent! As much as I would like to say that the game needs to be more difficulty, the easy-ness of the game, in my opinion makes it more fun and entertaining. It’s just a good break from the average difficulty games where you actually had to put some thought into the levels. At the least I’ll praise this game for being fun, due to the lack of difficulty. You got to admit, being able to beat twenty levels in a row with little to none thought process is pretty fun. While a great majority of the levels were too easy in my mind, there were a couple of levels that were over-the-top difficulty. A couple of levels that I can name off the top of my head right now that are just insanely difficult due to bad level design and other factors are levels 8 (extremely bad level designs as far as I can tell) and level 22. The rest of the levels were pretty decent.
The physics seemed off to me. In a couple of levels, the “good guy” and/or the “bad guy” seemed to dramatically slow in the platforms even if they did slide down a ramp as relatively fast speeds, too fast to slow so dramatically on a perfectly straight platform. I would have liked a better physics engine established in the game, because they currently don’t seem too realistic when comparing mass and velocity. Due to the physics being off some of the levels had different outcomes than I had hoped for and caused some confusion in-game. For the most part the physics worked and acted okay, but, still, I would have loved to see the physics updated a bit so that users can more comfortably be able to proceed through this game without having to worry about the physics not working perfectly. To be honest, I’ve seen a bunch of games like this. For example, Red Remover, and Pumpkin Remover just to name a couple off the top of my head, but obviously there is a ton more that I could name with given time. While, I have seen a lot of games with the same idea, knock all the bad guys off the screen and save all of the good guys, I have never witnessed a game utilize the role of bombs to remove your enemies. That to me added a unique factor to me, there was something different and new going on and I liked that. Most games in this genre are based on point and click, but Blow Things Up took a different role. Another thing that I loved about Blow Things Up is that there were a ton of levels – 42 to be exact. Most games in this specific genre average around 20 levels, so to see 42 was a big plus for me as t5he user.
I loved the cartoony art style, but to be exact, there wasn’t much art. The only noticeable pieces of art were the bricks (or blocks) and the characters. In addition there were platforms. As little amount of art, the artist kept it simple and I liked that. I liked the different variations of enemies, or what I liked to call “bad guys.” I noticed that there was around 3 to 4 different variations and i liked how the artist did that so that the enemies didn’t appear repetitive. The animation was also well done. I loved how the blinking of the eyes created a more realistic scene for the game and allowed the bad guys to look more lively and active. The background was a nice addition to the theme of the game, but it consistent of many gradients and since the actual foreground graphics were cartoony, the gradients just didn’t fit in the with the art style. I would have liked to see a better background in place, something that would fit in more with the game. I believe that the same background, except without the gradients would work perfectly with the style displayed in the foreground.
The only disappointing part of this game was that there was no music! I would have loved to see some sort of music in place, even if it was as simple as elevator music or just something that goes along with the puzzle genre. As of right now, if you don’t have a piece of music playing in the background with some sort of video player, the game is going to sound dull. In turn the sound effects were fruitful and were displayed when the bad guys were hit with by the explosives. In place of the music I would have liked to see the bad guys talk among themselves, which would work just like the bodyguards in Ultimate Assassin 2, where they talked about how they wanted to capture you and even had small conversations among themselves (usually how they, also, wanted to kill you). The sound effects were overall terrific, I loved to hear the enemies scream in horror or pain as the explosives hit them. The sound effects were also spot-on and only enacted when necessary.
I found the difficulty ramp to be slowly inching its way to be more difficult. I easily passed through level 1-20 if I remember correctly, without thinking too much and I think that many users will agree with me on this issue. A lot of the time, every couple of levels seemed insanely difficult compared to the last couple of levels. Like I mentioned before, levels 8 and 22 just seemed like major spikes in the chart, which are just a couple of levels that didn’t really fir in with the rest of their previous, nor future levels. If anything I would have liked to see these levels pushed back a bit to the back of the game – the levels around 30-41 or so. Blow Things Up just didn’t have a very smooth difficulty ramp, it had a lot of jagged lines that spikes and sky-dived everywhere around the chart. I would have liked the developer to rearrange a lot of the levels to have a smoother difficulty ramp, if the developer really and truly worked towards making the difficulty better I think that it could be a much finer game.
The replay value was close to low. I really saw no incentive to come back to the game, nor to continue even playing the game. I would have liked to see some sort of incentive, maybe in-game achievements, high-scores or better yet a way to create and share level with other users. Actually, I would love a way to share levels with users and then for the developer to create a level pack or something for the game. I feel that there could be a ton of creative levels made by the fans and if the developer just incorporated a way for users to create their own levels, there would be a huge incentive for the users. To add to that idea, I would have liked the developer to establish the Sharing feature in the Kongregate API. I noticed that the developer had included the High-score API and I think he could continue and progress from that idea and add a way for users to play one another levels. The currently established API only tracks how many levels the users had finished. In addition, i would have liked to have seen the developer add more to the Kongregate API. I would have liked to have seen a couple of in-game achievements included. Some ideas could be how many enemies you’ve knocked off the screen, how may levels you’ve completed and so on.
In conclusion, Blow Things Up was an excellent game, it had a couple of flaws here and there, but for the most part it was a wonderful game that definitely deserves recognition. In review, the difficulty was okay, obviously some of the levels were way too easy and then some of them intensely difficulty. The physics seemed a bit off, I would have liked to of seen a better physics engine established. I’ve heard of a couple of really great physics engine and from my personal experiences, work great. Blow Things Up also had a couple of unique ideas, I liked the addition of explosives which gave the game a unique feel to it. The graphics were excellent. While there were relatively few sprite, the artist kept the game looking simple and I enjoyed that. There was no music in this game, I would definitely have loved to see some sort of music involved – instead the developer focused on sound effects, which were only produced by the screaming of the bad guys. The difficulty ramp had a lot of spikes and falls and I believe that the developer could rearrange some of the levels to create a smoother difficulty, thus making it more enjoyable for the users. There was very little replay value and I believe that the developer could incorporate a couple of the ideas that I mentioned above, such as in-game achievements, more statistics for the Kongregate API or (what I would have liked to see most) a way to create and share levels. I think that these features could enrich the game a lot and add a lot of incentive for the users. All in all, Blow Things Up was an amazing game, be sure to go play it! [Play Blow Things Up on Kongregate] [View the Walkthrough at NotDoppler]
|This entry was posted by admin on November 18, 2010 at 9:57 pm, and is filed under Uncategorized. Follow any responses to this post through RSS 2.0. Both comments and pings are currently closed.|
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