Blockslide 2

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If you REALLY feel like skipping the tutorial levels (not recommended), type "Flamingo" on the title screen.

The long awaited sequel to my first successful game is finally here. After nearly 2 years of work (or lack thereof, I'm a slacker) my massive game is FINALLY done. 150 challenging levels, a simple concept with a lot of depth, a user friendly level editor with many ways to share your creation, and simply DELICIOUS isometric graphics make this puzzle game one of the most addicting games I've ever made. If the game lags for you, switch the quality to low (right-click menu).

The game auto-saves your progress, so feel free to leave and continue later.


SHIFT- Hide/Unhide Blocks
ENTER- "Next Level" on the win level screen
BACKSPACE- Reset Level
Any Key- Close the Description Menu
SPACE- Open the list of blocks (editor only)

Arrows- Move Knight
A- Dynamite
S- Run
D- Push Block

Programming/Music/Level Design/Concept- Glaiel Gamer
3D Art (In-Game Art)- Orb
Menu/HUD Art - The Swain
Sponsorship- Newgrounds

Thanks to everyone who submitted levels for the fan sets, there's 50 levels total so I can't list everyone here, you all got credited in the game though.

BTW, if you want to play server levels or submit levels to the server, play the game on glaielgames.com. For security and bandwidth reasons, I had to lock anything dealing with the database to files on my server. If you've already beaten the tutorial and don't wish to play through it again, use "the code".



Fun, though I haven't checked

the level editor yet, though I'm sure it's functional enough. Just got through the tutorial so I can sort of fairly review this. It's a solid puzzler, of the get everything right/no time limit variety. Considering the character can run, perhaps timed elements could be somewhere to expand the design.
There are a large number of different blocks and interactions, enough to ensure a huge number of potential levels, not that there aren't a large number already. The system is flexible enough that you will not always use a certain block in a certain way. The number of different blocks seems a bit overwhelming at first, but the pace of the tutorial is enough to make it clear, if not necessarily comfortable, by the time you move to the next new element.
My complaint with the tutorial is that the importance of using the shift key to hide blocks and objects, especially in that it shows where all the buttons are, is not emphasized, and that would have helped. Just mentioning it in the first level with buttons would have done it.
The option to have a grid would be nice, a button that toggled it on and off. Especially for those times where one push too far means you have to redo the entire level.
With the way it's set up, an undo button seems like a hard thing to do, but if it could be done it would be nice.
As someone else said, the explosion animation is a bit drawn out (yes, even set on low quality on a decent computer), a little less or maybe it could be made so you can walk through it.
The learning curve is a bit steeper than most are used to, and that's turning a lot of people off, I suspect.
As with many games of this type, the actual going through the motions of doing the puzzle is not terribly compelling, it's figuring out what the motions should be that's fun. And yes, that means thinking, sometimes quite a bit of it, and if you're not in the mood for that, well, it's time to play something else until you are. And if you never are, then this is not the game for you. But if you're in the mood for a good puzzler, this'll get you your fix.

Nice effects, not overly riveting game play.

I thought the graphics and overall effects were quite nice. I can overlook that its a 'chips challenge' remake. But there were a lot of various things you had to remember and not always a clear separation between different types of things. For instance, barriers that are defeated by moving all dark objects, rather than a button sort. I think maybe a help button with a description of all the objects would help.

Also, there was no real incentive to keep playing. Easily ten or more levels in, you are still learning about new things so it feels like the 'tutorial' goes on forever. I think spacing out your 'lessons' so the player has a couple levels in between to get a handle on the last addition would help.

Maybe it was just because I lost interest within the first couple dozen levels, but it doesn't feel like there is much incentive to win other than to solve the puzzle. A firmer underlying motivation might help keep people interested longer.Like clues or keys or such that one collects on each level to solve a greater puzzle.

Glaiel-Gamer responds:

mouse over the base of a block to get it's short description

also, you can use the code to unlock the rest of the game if you don't want to beat the tutorial first


Too slow paced, don't like the visual style. Not my kind of game

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Level 7 is Beatable

Just hard. Sorta. So is most of the stuff past that. But entertaining.

Somewhat original.

The game seemed decent, though I couldn't play as much as I'd liked to have. I don't see how level 7 (Review 1) is beatable, since all powerups and buttons on the level are fully surrounded by non-movable blocks (including the powerglove and dynamite you mentioned).

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Credits & Info

3.49 / 5.00

Nov 7, 2007
2:26 PM EST
Puzzles - Sliding