Snail Bob is an exciting platform puzzler, in of which you need to guide Snail Bob to his new home. In each level he will only move in one direction, so you have to find ways to rotate him or make him reach new locations and heights as he isn’t the brightest bulb on the tree. Throughout each level you will be required to attempt various tasks, such as melting ice that stands in the way of Snail Bob or firing cannonballs to hit buttons and much, much more! Help him navigate through 20 fun-filled, yet dangerous levels!

Snail Bob

Snail Bob was way too easy in my opinion, I basically cruised through all 20 levels with little to no effort at all. I found that the game tended to, in a way, show you the chronological order that you have to hit the switches. To me, it seemed that failure was impossible to achieve – you basically hit one button and if that didn’t work you hit the next one, the door opens, then you hit the next switch and then before you know it you’ve already completed the level and the possibility of death solely relied on you messing up in some dramatic/major way. If you did mess up it was always an accident – you know how to complete the level, but you just don’t click the button on time, or something along those lines and then your next try almost always avails victory. Every level to me seemed just like the last – easy as cake pie (no, the cake is a lie!)! At first glance a lot of these levels seem difficult and terrifying, but upon further inspection they’re usually too easy like many of the levels before them. If only first impressions were always true. I would have liked to have seen some of the levels be more difficult, even the levels near the end of the game were not even close to anything complex, perplexing, nor quite entertaining as they seemed that they should be at the beginning of the game and not the end of one. I would have liked to have seen the developer work on creating a few more complex levels (not like there was any to begin with0 and then incorporate those levels towards the end of the game. I don’t care if he then creates a game with 30 levels as the final result, keeping the original 20 levels. Bottom-line, there needs to be more challenging levels.

The idea in Snail Bob is that you play as a snail, named Bob (I bet you couldn’t guess that from the title!) on his journey to reach a new home after his previous home had be torn down by construction workers. I actually liked this idea, because it made you feel as though you were working towards a goal. Too may games (not to mention good games) have come out without an exact storyline. I think that defiles the rating, if you don’t make the users feel as though they are working towards a goal, even one as simple as helping a snail reach a new home, or as complex and perplexing as an “art” game. Although(!) where have I seen this exact storyline before? Ah, yes, SeppuKuties! In SeppuKuties your forest becomes “deforested” as lumberjacks invade your land. Then you go on this big, long conquest to find a new home. I know it sounds extremely familiar to the game that we have at hand here. While the goal may sound the same, the gameplay itself is varied dramatically! In SeppuKuties, you had full control of your character, it was an excellent platformer, but in Snail Bob the snail walks around automatically and you must alter his environment for him to reach the end of the level. I’ve, personally, only seen this kind of gameplay established a couple times before and I have to admit, the frequency of this type of gameplay is relatively low, so to see it used here makes the game truly unique and different. It lets Snail Bob truly stand out from the horde of, practically, identical puzzle platformers.

Snail Bob

The art was simply-put, phenomenal. The best I could describe it is that it holds a strong cartoony-detailed look to it, where you could almost lose yourself in the fantastic blend of colors and details and forget that it is rather cartoony under another glimpse. One of the best factors of this type of art is the intense detail that the artist put into every square-inch – it was simply magnificent and beautiful. What really catches my eye in the image above is the detail in the fences. The wood pattern and texture is magnificent. It truly looks like it would belong in some sort of suburb. What I also liked was the light color of the fence, it made itself right at home with all of the other light colors, although, a darker wood, would also look quite nice in my opinion. The background included an amazing sky photo, but it looked too realistic in my opinion, but the photo is probably the only thing that would truly fit in with the image now that I think about it. Remember, previously when I was discussing how realistic background look nice with cartoony foregrounds? Basically, the rule is that if you have a cartoony foreground, go with a more realistic background. For some reason this combination always holds a spellbinding effect. Bob the snail wasn’t half-bad looking either. I liked the dark green of the snail himself in his shell, it created this slime effect. The shell actually reminded me of the Fancy Pants World 2 (world 2, was it?) shell head-but mini-game where you have to balance a shell for several seconds (if you’re aiming for a high-score, it’s totally optional) while head-butting it into the air. Anyways, I loved the shell design. Specifically the shine was perfect – it looked as though it was glistening in the sunshine. I also liked how the artist created the shine, to make it look more realistic he added a gradient so that the shine eventually faded out throughout several pixels. Doing this, the artist made the shell more realistic than if he was to utilize one, solid, bold color. The three dimensional perspectives were a nice touch also. For example, the machine that turns the snail around is one large circle, but from our angle and perspective the object appears skewered.

I loved the in-game music, it was happy and lively. It had an upbeat tune – that’s better! Surprisingly, as much energy and upbeat it appeared to be and was, it was also calming and relaxing and fit the description for puzzler and platformer music. I noticed this theme of being energetic, yet calming is popular among the puzzler and platformer genre, because, the two separate genres are basically equivalent to an energetic tune and a puzzling, relaxing one. I thought that the music were fairly well with the game. In addition, sound effects were used wisely in Snail Bob. I noticed that there were a ton of sound effects, whether it was levers being pulled or giant batteries being put into place, you character dying, even giant flamethrowers had amazing sound effects added to them. These sound effects made the overall gameplay more exciting as you anticipated that *whoosh* of a flamethrower or the dismal cry as Bob falls off a cliff.

It felt as though the difficulty ramp was practically non-existent. All of the levels were the same difficulty level, from beginning to end it felt the same throughout. This was especially noticeable between levels 1 through 15 – practically the entire game. Most of these levels I cruised through. I had no problems and I doubt that you will either, actually, let me rephrase that, no one will have any difficulty competing the entire game. Most of the levels contain no change from one level to the next. Sure there were a couple of over-the-to dramatic levels such as the level where you have to melt the ice or the level where you have to blow up a balloon and then pop it later on in the level. Both of these stages have something in common, both of these two factors only were displayed in their independent levels. To me, it looks like the developer didn’t want to incorporate more than one or two steps in each level. I would have liked to see these factors carried onto other levels. They were unique, fun and entertaining ideas but weren’t included in more than one level, which is a major draw-back in my opinion. I would have liked to have seen the levels to be bigger. All of the levels fit in the original stage size, and I believe that if the developer made the levels bigger and longer, to where the level has to scroll since the original stage/canvas size isn’t big enough that we’d have a fantastic and challenging game going, but instead the developer refrained himself by keeping all of the levels stuffed in a little box.

I noticed that you could submit your overall score that you earned after completing the levels, but is it just me or does the submit button just bring you to the home page of AGame and then it doesn’t direct you to the scoreboard. If there really is a scoreboard, would it not be helpful if the submit button actually brought up the scoreboard (if there even is one). I could not find a scoreboard on AGame, so that pretty much annihilates any replay value that this game held, because, besides the alleged scoreboard there wasn’t any high-score table, the Kongregate API wasn’t established on Kongregate, there were no in-game achievements, level builders, ect. This game is literally bursting with potential in the replay value department, but sadly there is nothing that would even begin to interest me to come back. Unless you want to replay all 20 levels all over again, you are not going to be back any time soon to go down memory lane. Which, to me is depressing to me because this is a fantastic game, the levels were fun (but not anywhere close to challenging) and the game had an overall new concept. I would have liked to see some sort of system implemented, and of course, I want to see where that high-score table is!

In conclusion, Snail Bob was an amazing game, I loved the concept and gameplay idea, but the only flaw was that the levels were way too easy! In review, the difficulty was a bit off. I would have liked to have seen the developer add more intricate, perplexing levels to the game – after all, it is a puzzler isn’t it? The art was superb, I loved the detail in the cartoony images and sprites. I character design, as well as the environment around Bob were well drawn and contained amazing 3D perspectives. The music was very entertaining – it was calming, but also had a lively energetic tune to it. In addition, the sound effects narrated a majority of the world around you. I loved how the sound effects made the whole world around you seem more and more realistic. In addition, the difficulty ramp was practically non-existent. Like I had earlier mentioned levels 1-15, and you could probably also include 16-20 were all extremely easy and I basically passed all of them with ease and excellence. Finally, the replay value was extremely low, non-existent if I may say again. There is nothing that is going to bring the average user back. I would have liked to see the Kongregate API implemented, as well as something in-game for users on other sites besides Kongregate. All in all, Snail Bob was a very fun game, but it had a ton of flaws. [Play Snail Bob on Kongregate]

WALKTHROUGH