I've never seen another developer release mechanically impossible puzzles with such regularity. Not even back in the early 2000s Newgrounds days. Most of them have the good sense to realize something's wrong and stop the presses when they record the walkthrough and can't do it, but you just plow right on. Do you people even realize that sliding block puzzles have unsolvable states and you can't just use any old starting arrangement?
Okay, no. I'm not going to rub this knife all over 11 entire screens just to find which random unmarked background object I'm expected to cut up. Puzzle games are supposed to be about solving puzzles, not hunting around for the next interactible set of pixels.
Jumps are way too exact in general for as loose as the collisions and ambiguous standing space are. Second level's girders kill you on contact even before you drop them. Last level doesn't seem possible to get the key; going off the top of the screen kills you but it's too far away from the ceilings to stop yourself.
Sliding block puzzle is impossible. Half of all initial configurations of a sliding puzzle are impossible, and you know you hit one when you can correctly place all but two adjacent tiles. Even if you don't understand puzzle design well enough to know that, it probably should've been a warning sign when your own goddamn walkthrough had to skip a puzzle. Again.
This entire game plays exactly like the kind of train wreck one would expect upon seeing that you didn't even bother to update either of the game descriptions (ingame and in Kong's sidebar).
Level 8, you have to bounce from one green circle to another, but the left-up-right spell always locks onto the left one instead of the one you're closest to.
Very buggy. Rocks adjacent to walls will reorient you in bizarre directions when you touch them, often pointing straight through the rock to cause bizarre collision problems. Bosses don't reset their position when you restart, so they end up camping the spawn point until you exit to the menu.
I ended up clearing that level because apparently the gem's time stop continues through death. Picking one up and immediately dying gives you several more seconds on the next attempt. I thought this was a glitch, but 3-5 is even more flagrantly impossible without it, as the only obstacle there is cleared without slowing down and you're only gated by raw horizontal distance. So I have to assume you considered this a deliberate feature.
Curious as to what's happened to the ownership. Last I checked, Free Online Games bought the original Bloxorz and uploaded it here under a different name several years prior to this version. It's still on Kong under the name Block N Roll.
Hi, Thanks for showing an interest in our game. Our game,wallz, was fully tested and the level in question along with all others was completed. We understand that this level is particularly difficult and we struggled our selves to finish it but unfortunately, it is possible. It requires skill and speed! Remember to explore the full level and don't forget to swipe your keycard! Thanks, The Lunchtime Games Team.
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The game is fun, but the difficulty curve is kind of messed up. The middle third or so of the game relies heavily on precise ballistic launching of loose sticks, but the last stretch has so much crap on the screen that general chaos ends up clearing most of the screen for you without issue.
UPDATE: Fixed those two big bugs you brought to our attention