Blitz Breaker
A downloadable game for Windows
An accessible, fast paced platformer with one small change, your character can't run! Play as a tiny robot named Blitz, and escape the factory where it seems everything is trying to break you.
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 the challenges ahead and reach the portal at the end of the stage.
Please send all comments/inquires/bugs to bonchogames@gmail.com
Bluesky: https://bsky.app/profile/blekdar.bsky.social
Not Twitter: https://x.com/blekdar
Features in the final version:
- Simple, accessible PC controls. Both keyboard and gamepad are supported, and the entire game can be played one handed.
- Simple touch controls. Tap and swipe gestures are all you need to play on mobile.
- 101 levels with tough, but fair difficulty.
- Over 20 heads to collect, some with more interesting changes than others.
- Secret warp zones to find and conquer.
- A wicked chiptune soundtrack by Fat Bard
Soundtrack:
Streamers/Let's Players/Press:
- Feel free to create, post, and monetize videos of Blitz Breaker. Please just include a link to this page or http://bonchogames.com/blitzbreaker
- Want to request some steam keys for your channel/website? Just fill out the request here:
https://dodistribute.com/access/QxdLI1txTI/
Credits:
Reece Kelly - @blekdar - https://linktr.ee/Bonchogames
- Game Design, art, play tester
Fatbard - @fat_bard - http://www.fatbardmusic.com/
- Sound design, music design, play tester
Luciana Nascimento - @viiolaceus - http://luciananascimento.com/
- Box art
Dyre - @OIDyre - http://coffeedaydreams.tumblr.com/
- Cabinet art
Jeremy Hobbs - @just_awful - http://www.ribbonblack.com/
- Cabinet art
Play the current build of the demo:
- On Newgrounds: Click here
Updated | 27 days ago |
Status | Released |
Platforms | Windows |
Rating | Rated 4.4 out of 5 stars (54 total ratings) |
Author | Boncho Games |
Genre | Platformer |
Tags | 8-Bit, chiptune, Controller, Cute, Difficult, Fast-Paced, Game Boy, gamepad, Pixel Art, Side Scroller |
Average session | About a half-hour |
Languages | English |
Inputs | Keyboard, Xbox controller, Gamepad (any) |
Links | Steam |
Purchase
In order to download this game you must purchase it at or above the minimum price of $2.99 USD. Your purchase comes with a Steam key. You will get access to the following files:
Comments
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If possible, I'd like to see a Linux release and an android release! :)
I enjoyed the game so much, that I included it in a new Hidden Gems Youtube Series:
Thanks for making a fun game <3
Very, very fun to play. Unique platformer that is only navigated with a jump button and dashes that continue until you hit a wall and you can dash again. Its super snappy, has really smart level design that sometimes is puzzle like to figure out and just makes you feel damn amazing to pull off. Add a cool soundtrack on top and this game really is an easy recommendation inside and outside of the bundle. 4/5
More Racial Justice Bundle impressions:
https://itch.io/c/915453/quick-impressions-bundle-for-racial-justice
Cool game and great concept!
Android version is planned?
Game Review:
What a fantastic concept this game has - it's a fast-paced platformer with no running, wonderful controls, tight levels, etc. In general I'm not enamored with timed levels, but fortunately here the timers mostly felt fair.
I can't over-emphasize how much I enjoyed the game feel - the limited moveset has lots of tiny nuances (e.g. when you bump into a wall, you get pushed back a few pixels, which is crucial for traversal), and the overall game feel is as enjoyable as that of the best platformers out there. The game's absurd degree of polish and juiciness was just delightful.
Levels are well-designed, too. And for those who care about such things, the game seems well-suited for speedrunners.
However, there are a few designs I didn't love. The game is needlessly difficult, but that's part and parcel for the genre, and I did accept the challenge for the most part, so that's fine. Falling accelerates you, which made for some annoyingly precise timing challenges and lots of frustrating deaths, but again, fine.
But there were two aspects that infuriated me. First of all, the main environmental hazard consists of triangular spikes. And their collision detection is *terrible*, as becomes particularly apparent in the water levels. Maybe the spike art or the player sprite are significantly smaller than their respective colliders, or maybe the colliders are squares but the art is triangles (= the spikes) and circles (= the player mid-jump)... whatever the reason, the challenging levels naturally force you to jump close to spikes, and there were *tons* of situations where I died to those spikes without clearly understanding how exactly I collided with them, or how I would have to jump to prevent that. I'm amazed that this issue wasn't caught and fixed during development.
And my second misgiving concerns the final levels, beginning at world 4-2, which introduces "Gauntlets", levels which have a checkpoint halfway through. What's the point of checkpoints in a level-based game, you ask? There's none. Increasing the number of rooms in a level, rather than splitting it into multiple levels, artificially increases its difficulty. Once you add a checkpoint, you undo this, so the checkpoint is pointless. Except, to add insult to injury for us completionists out there, you can't get the timed star on a level if you die and respawn from its checkpoint. So the checkpoint doesn't even serve as a proper checkpoint, since you get punished for using it (?!?). The whole design is utterly flabbergasting. There's no excuse for not just splitting the levels at the midway point, instead of implementing those checkpoints. Not to mention that not all room transitions are entirely fair, and the game expects you to die at the checkpoints... only to, again, punish you for using them.
For this reason, while I loved the game in worlds 1 to 3, I consider the second half of world 4, 4-2, badly designed. And in level 4-2-9 and the boss fight in 4-3, all gloves come off, and these levels are just tons of rooms crammed in a single level to artificially increase difficulty. So there are no checkpoints, but the levels are still idiotic.
Despite its shortcomings, I loved the game. To get the most out of it, I recommend playing it and simply stopping after world 4-1.
I think really I agree with everything here. The end levels makes me repeat too much, but otherwise it's a good game and everything works.
This is so fun to play. Love the concept! The level design is good too, and the difficulty is fair. Nice stuff :D
Great game with a simple but really fun concept! + cool soundtrack, also you should consider making an android version!
This is a veeery cool game. It is hard and interesting + cool soundtrack. Hope it will be released on Android soon.
Considering an android version? :c
Wonderful game. Played the demo of this when it was still half-finished, happily bought it when it came out, and happily sacrificed hundreds of lives to its spiky hallways.
Thanks for this game!
Crashed with a Nodejs error just barely out of the gate. Windows 10.
TypeError: Failed to execute 'drawImage' on 'CanvasRenderingContext2D': No function was found that matched the signature provid
I played Blitz Breaker on my weekly indie game show Games and CHiLL. A lot of the puzzles in this are both clever and frustrating - perfect! I enjoyed the short playthrough I did and would LOVE to play more of the game!
"All Itch.io purchases include Steam Key (windows only at the moment)"
says here that there should have been a 'Claim Key' button on the downloads page. https://itch.io/docs/buying/already-bought
I guess there is no steam key giveaway. just download :(
Figured out how to get the steam key. You need to make a valid purchase of blitz breaker. The minimum allowed amount is 50 cents.
Any chance you will ever bring this to Consoles or will it remain a steam game only?
Currently working on the mobile ports (iOS is out pretty quick actually)
XBox One is in the works, I have a dev kit and have started tinkering with it, so it's a definite possibility.
Like me on facebook page - i shared your game facebook.com/freeindiereviews :D
Made a video some time ago
https://www.youtube.com/watch?v=xlVjHBgtvC8