
Käyttäjäarvostelut: Erittäin myönteinen (1,110 arvostelua)
Julkaisupäivä: 29. elo, 2012


Osta They Bleed Pixels

LOMATARJOUS! Päättyy 2. tammikuu


Paketit, jotka sisältävät tämän pelin

Osta They Bleed Pixels Collector's Edition

Sisältää 2 kohdetta: They Bleed Pixels, They Bleed Pixels Soundtrack

LOMATARJOUS! Päättyy 2. tammikuu


Kuraattoreiden suosittelema

"Showed at PAX Prime 2013 - Fiendishly difficult Lovecraftian horror platformer."
Lue koko arvostelu täältä.


8/10 – Hardcore Gamer

8.2/10 – IGN

– Kotaku

Steam Big Picture

Tietoja pelistä



Key Features:








    • OS:Windows XP or later
    • Processor:CPU 1.73GHz Intel Duo Core
    • Memory:1.5 GB RAM
    • DirectX®:9.0c
    • Hard Drive:350 MB HD space
    • Sound:DirectX-compatible sound card
    • Processor:CPU 2.6Hz Intel Quad Core
    • Memory:2 GB RAM
Hyödylliset arvostelut
25/40 (63%) arvioi tämän hyödylliseksi
11.8 tuntia pelattu
Julkaistu 7. heinäkuu.
I wanted this game for a long time because I liked its style and presentation. When it went on sale I eargly grabbed it and...was just so disappointed. I was looking forward to a challenging plat-former with an interesting visual style. Well I certainly got something "Challenging" but for all the wrong reasons. The game is artificialy difficult. The whole thing is basically like those Super Mario hacks where the game is almost impossibly hard because the person put a lot of effort into making sure you get screwed over at every turn. I couldn't tell you how many times I died because something popped out at the last second from hiding, and would demand the reflexes of a coked up 8 year old to dodge on the first try. Which bassicaly turns large portions of the game into less of a plat-former and more of a memorization puzzle with the added difficulty of having to jump around.

The game employs a unique check point system, when you have absorbed enough blood you are allowed to drop down a check point which heals you and allows you to continue from that sport if you die. The only limiting factors are that you can't be moving, and can't be near a saw blade or an enemy. And because of those two factors a good portion of the time these check points were useless because the developers would place a random saw blade, or cover EVERYTHING in slippery goo to make sure you can't actually stop moving and drop a check point. Forcing you to do large portions of a level without being able to employ a system the developers put in. In some cases I wondered why the check point system existed because 80% of the level was created so I couldn't drop a check point at all. It's pretty frustrating to have that purple glow around you indicating you could place down a check point and take a breather, only to notice that there is NO where to drop it down.

Jumping is a big problem. Under normal circumstance the jump and double jump work fine but when you attempt to double jump off a wall, if you do it wrong, the double jump fails. As far as I can tell its a timing issue, you need to cling to the wall for the right period of time to be able to jump off it an then perform a second jump. It's only a fraction of a second difference between getting your double jump and not. Normally this isn’t a big deal but it you're getting into a groove, or you NEED to go fast to get past a part this becomes a huge problem. It turns some parts of the game into an annoying game of timing the wall jumps juuuuuuuust right so you're still moving quickly, but cling to the wall long enough to perform the second jump you need.

Combat can be fun at times; kicking an enemy into a saw blade is immensely satisfying. However this part of the game also is greatly flawed. the developers like to throw lots of flying enemies at you while you're performing difficult jumps. Which make sense in a game with combat, only they don’t give you any way to dispatch these enemies, forcing you to try and complete already difficult platforming while also dodign enemy attacks. Usually I had to get part way through a tricky jump situation, then double back so I could dispatch the flying enemy who followed me. It made difficult jumps tedious and frustrating. As for normal combat, everything gets the kick. Really, there isn't much more complexity to the game than that. Kick an enemy into a trap or kick them into the air and air juggle them. That's as complex as the game gets. Even when fighting multiple enemies just kick them all into a corner, kick them all into the air, and air juggle them all. At first combat was fun but after a while the lack of variety became really boring. Most of the time if I didn’t need a check point I avoided combat because despite how easy it can be sometimes to dispatch enemies, other times its really hard because of the broken controls.

The game has no invisibility frames so its not only possible you can get killed in a few seconds by one enemy who got in a bunch of hits or a trap you bumped into, its a guarantee its going to happen. And the knock back from taking damage is ridiculous. Its not so bad for enemies, but for traps it makes no sense and is extremely frustrating. If you land on spikes you jump up and way from them by about 3 pixels, meaning you will die on those spikes because the odds of being able to jump away are slim. Its pretty pathetic dying on a single set of spikes because being damaged by them doesn throw you far enough away from them to actually do anything about it. Saw blades are the total opposite, one of those babies touches you you go FLYING! and its pretty much a guarantee that if the blade doesn’t kill you, where ever it sends you will.

The game is challenging, yes, but because of bad design. The entire game is just a test of how perfect you are able to play the game, because yes, you HAVE to be perfect in what you do for many parts of the game. No room for error, or creativity. You have to do it exactly as the developer intended. It makes for a frustrating and boring experience. I’m glad I got it on sale and didn't waste more money on it.
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13/18 (72%) arvioi tämän hyödylliseksi
6.1 tuntia pelattu
Julkaistu 31. lokakuu.
An excellent addition to the "hard but fair" platformer genre. The save system is a meter that fills up based on performance and which lets you put save points wherever you like. It's genius. The art direction and character designs are great and it's got a female protagonist. What more could you want?
Oliko tämä arvostelu hyödyllinen? Kyllä Ei
6/7 (86%) arvioi tämän hyödylliseksi
4.3 tuntia pelattu
Julkaistu 11. elokuu.
To be clear, I enjoy this game. BUT. I would not recomend to most gamers.
I've played a lot of hard games, and enjoyed them, This game included.

However many of those games offered the difficulty as an option, for ranks, collectable and the like. There were usually various strats to meeting these conditions. Hidden routes, different usable mechanics, etc.

I've gotten about halfway though This game as of this review, and the levels are set up in such a way that there is little freedom as to how you play the game, The game offers you a ton of moves, but demands that you use them to traverse in such a specific way, to the point that I feel I'm no longer in control as a player. As if I'm trying to win at simon says, and the colors are encypted. This gets frustrating fast, demanding lots of dedication, just to make any progression.

Again, I'm not saying the game is bad, But I just simply cannot recomend it to the average gamer.
Its gets that frustrating.
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4/4 (100%) arvioi tämän hyödylliseksi
36.3 tuntia pelattu
Julkaistu 1. joulukuu.
Pros: clever level design, fancy fight moves, helpful checkpoint system, beautiful pixel art/animation, John-Carpenterish synthy disco music.

Cons: Finicky fight control and jump mechanic take some time getting used to; expect lots of misfired moves and missed double jumps until you nail it. Levels get tough real fast (being rectified by a rewrite as we speak.)

I usually don't care much for precision platformers, but TBP was a welcome exception. The main reason was, cruel as the game may be, it plays remarkably fair. The enemies and deadly traps communicate clearly to you with visual and aural cues, with anticipation time long enough for you to react. So when I died, I knew it was due to my poor judgement or execution, that I could do better next time. It reminded me of the first 2D Prince of Persia, in a good way.

Also, the dynamic checkpoint system comes in real handy - you can set one down anywhere (with reasonable limitation and cost,) which effectively split a level into shorter, manageable chunks that you can practice on. It's kept between game sessions as well, so you can always pick up just where you left off anytime. I certainly wouldn't have lasted without it.

And when all else fails, you can always unleash your trusty claws and vent your frustration on the nameless things that wander about in your way. Which also grants you more checkpoints then health refills, so it all adds up to a surprisingly encouraging play experience, despite all the bloodbath and body counts. Make no mistake; you *will* die often - and so will the enemies. It's all fair and square, and there's certain grim beauty to it.

I heartily recommend TBP to anyone with an intrepid mind who takes pleasure in the mesmerising recursion of experimentation, realization, and execution. Practice does make perfect!
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4/4 (100%) arvioi tämän hyödylliseksi
16.2 tuntia pelattu
Julkaistu 30. syyskuu.
Straightforward controls, straightforward physics, straightforward enemies.

The complexity of the game comes from the level design, and it's brilliant. Instead of making any one mechanic too complicated, they string together a series of simple and intuitive mechanics together to make something complex.

The difficulty on the first run is pretty stanard in the precision platformer genre. You die a lot as you get aquainted with the game, and the parts that seem hard are all because you're generally still improving. After you've done a section it gets significantly easier less because you've memorized the level and more because you've just gotten better at the game, although knowing a level layout doesn't hurt.

The game also handles replayability extremely well. You have two ways to play the game "better". Speed running and score running. Both require you to essentially give up on placing checkpoints, which help you survive in your initial runs. But how you approach a level in is vastly different depending on what you're going for.

Speed and score runs require memorization, but that's because figuring out what to do is half of it.

Speed runs are all about avoiding combat and getting through the levels quickly. Occasionally that means taking damage to rocket yourself across the screen, and actively avoiding the free point orbs.

Score runs, on the other hand, are all about forcing the AI to do what you want, then using the map to perform the most point intensive combos. The combos aren't obscure either, which is refreshing. Each attack has a clear job and is easy to perform, and the map is what decides the best combo.

My only gripe is that there's no map editor.
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5/6 (83%) arvioi tämän hyödylliseksi
4.6 tuntia pelattu
Julkaistu 23. lokakuu.

A great game that pushes your reaction and planning skills to the max. Great level design and non stop threats to keep you on your toes. A good grab for anyone looking for simple, yet complex,
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8/12 (67%) arvioi tämän hyödylliseksi
1.2 tuntia pelattu
Julkaistu 4. marraskuu.
The game is not a hack and slash platformer as one might assume by the theming and combat tutorial placed at the beginning of the game, which is a shame because combat is fun and well-designed. It's actually about 90% monotonously difficult precision platforming. Reviews claim that it is "easy to learn, hard to master," but this is not the case. There is no difficulty curve whatsoever- after the third stage the game rapidly increases challenge to rediculous levels, and requires far more patience and effort than can be balanced by the meagre early game exposition in the way of motivation.

Or, to put it simply, it offers too little and demands too much.
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5/7 (71%) arvioi tämän hyödylliseksi
11.8 tuntia pelattu
Julkaistu 30. lokakuu.
This game was an experience on a level that exceeds Super Meat Boy by a few magnitudes. It was incredibly fun.

I also never want to play it again. This game is hard. Harder than SMB easily. It's difficult to the point where I got kind of stressed out and frustrated at about my 300th death. You'd think checkpoints placed wherever you want (mostly) and combat would make things easier. It doesn't. It makes things harder because with those two features the level designer has no reason to not be downright sadistic with you.

You have 3 hearts of health but given that the mercy invincibility is about 2ms long if you fall into a spike or hit a saw you're pretty much done for.

I know this sounds like I'm being critical but I'm really not. We all know what we sign up for when we get these insane platformer games. You get them for the feeling of accomplishment when you win, and oh boy does it provide it.

I made a video wherein I navel gaze about what constitutes a lovecraftian mythos and the nature of insanity here.
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6/9 (67%) arvioi tämän hyödylliseksi
5.0 tuntia pelattu
Julkaistu 5. heinäkuu.
Your fingers will bleed after playing this game.
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7/11 (64%) arvioi tämän hyödylliseksi
2.8 tuntia pelattu
Julkaistu 8. heinäkuu.
The ♥♥♥♥in' squids
Oliko tämä arvostelu hyödyllinen? Kyllä Ei
2/2 (100%) arvioi tämän hyödylliseksi
14.8 tuntia pelattu
Julkaistu 29. marraskuu.
Great platformer game with awesome graphics and soundrack. The gameplay is also great, but the combat can get repetive. The story telling is well made, level desing, well... could be better, but it offers secrets and different ways.
Also the final level is ridiculously hard.
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3/4 (75%) arvioi tämän hyödylliseksi
19.6 tuntia pelattu
Julkaistu 4. heinäkuu.
This game is a lot like Dark Souls in that it will kick your butt 100 times over, but you'll always feel responsible for your mistakes. You'll never feel like the game is overly punishing you for your mishaps, and after each one it picks you up, dusts you off, and pushes you off the cliff once again.

It will totally screw up your blood pressure though--fair warning.
Oliko tämä arvostelu hyödyllinen? Kyllä Ei
3/4 (75%) arvioi tämän hyödylliseksi
3.0 tuntia pelattu
Julkaistu 6. heinäkuu.
I quite lkike this game. It's fun, challenging and entertaining, however no cheeply so. If you make a mistake it eassily allows you to go back to your last checkpoint to start again, and everything I've come across within the game has been more than do-able, however tricky it may have been. Overall a very fun game.
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3/4 (75%) arvioi tämän hyödylliseksi
1.3 tuntia pelattu
Julkaistu 24. syyskuu.
I haven't played much of this game, that's because I hate it.
My progress with this game is esentially a reminder of my own incompetence.
10/10 would play for another 80 minutes then devour ice cream while crying again.
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1/1 (100%) arvioi tämän hyödylliseksi
7.3 tuntia pelattu
Julkaistu 23. syyskuu.
Sidescrolling beat-em-up with a simple story and cool custom levels, a cute/gory/awesome gallery and generally cutesy eldritch style. Worth some pocket change.
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1/1 (100%) arvioi tämän hyödylliseksi
1.5 tuntia pelattu
Julkaistu 18. marraskuu.
This game is so good! 1.5 hours isn't much but I'm working in game maker and it takes most of my time away from playing games. If you like pixel art then this game is for you. It's hard but not too hard and it's satisfying when you make progress. When on sale, it's a must buy hands down.
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1/1 (100%) arvioi tämän hyödylliseksi
5.5 tuntia pelattu
Julkaistu 23. marraskuu.
I recommend this game, first and foremost, to people who want an unfair platforming challenge. You will die. A Lot. I'm not JUST saying that because I died a lot, but because the games platforming and level design is such that you won't always know what lies ahead. Some quick reflexes may save you in most situations, but it's likely that the game's architecture changes at that one critical moment to make you slide instead of stop, or have floating enemies chase after you through intense buzz saw blade platforming elements.

I had fun though. I tried to get all the pages, but around chapter 3 they start placing them in unkown sectors of the level and you'll have to send your little girl flying out into a bed of spikes to try and find where they placed it. Still, if you like that kind of platforming challenge, the control and execution in this game is really technical and can satisfy that urge to "get it perfect" and a lot of the levels, though they took me a half hour to get through, can be beaten in under 5 minutes.

So yes, I recommend this game, It's fun, well built, has that unfair platforming design, but some people like that. I did, until I just couldn't take it anymore.
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1/1 (100%) arvioi tämän hyödylliseksi
1.2 tuntia pelattu
Julkaistu 27. marraskuu.
l very stylish Meatboy-esque challenging platformer with simple, but fun combat mechanics.
And all of it with a slight lovecraftian twist and 2spooky pixelart style.

There's really nothing more to say. If you like these kinds of platformers with serious emphasis on timing and hand-eye coordination? Then you can happily slip this one into the collection.
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1/1 (100%) arvioi tämän hyödylliseksi
1.6 tuntia pelattu
Julkaistu 3. marraskuu.
This game pisses me off to no end yet I still continue to play it.
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1/1 (100%) arvioi tämän hyödylliseksi
18.5 tuntia pelattu
Julkaistu 3. marraskuu.
To start, the theme of this game is devilish difficulty. And it won't allow you to forget that. Theme-wise, it's a very dark, almost gothic kind of universe with alchemy and magical rituals and all manner of occulty goodness so if you're looking for a more noire-niche way to rip your hair out, look no further.

Those who've played a lot of the more recent platformers like Super Meat Boy and to a much lesser extent, I Wanna Be The Guy, will have a ton of fun with this in that there's actually a way to defend yourself, engaging you with what you're playing a little more, or so I like to think. The controls are supurbly tight, which is a must for players trying to optimize speed runs and keep the adrenaline going, as well as the instant continuing after you're killed by something. Which EVERY GAME SHOULD HAVE ALWAYS. ALWAYS. (Which, also, the nice about it being that dying didn't immediately mean the end of a record run)

I find the collectables to be really well placed and the scaling of difficulty in finding them, really thoughtful. The enemies were one of the things I had to say I was quite happy about. At first when you hear from someone else that you see the extent of the enemy list in the span of a few pages you think the game will turn out a bit dull but they use even the first thing you see, the shambler, in the most creativelly annoying ways possible, which I was pretty impressed with.

I have to say I've put a lot of time into playing now and I would love to complete it but I don't have the attention span. It's not impossible for a casual gamer to get every blood badge but you'd have to be dedicated. In some respects it reminds me a lot of The Dishwasher: Dead Samurai but much less combat based, though there will be blood, delicious glorious blood in the form of pixels.

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