Gunbrick (Nitrome)


Because the game had to fit within the icon, we had to squeeze the game into just 50×50 pixels! – [Author’s description]

[Play online (Flash)]

10 Comments.

  1. I’ve found that most of Nitrome’s games are initially charming, but by the halfway point start feeling like they’re wasting the player’s time, levels containing a bit too much repetition and not enough iteration. (Maybe this is an intentional aspect of the company’s ‘casual gameplay’ ideals?)

    This is way more solid than their usual fare, maybe as good as the best action-puzzly sorts of indie freeware games. My guess is that a single person was largely responsible for it and that s/he was given more or less free reign?

    • I’m not sure. I know what you mean about Nitrome; this is one of two games they’ve made in the last few years that I enjoyed.

      They have good ideas, but the gameplay just isn’t solid most of the time. Also, yeah level design tends to also be a fault.

      Whatever, it’s working for ’em. πŸ˜›

    • I posted the game for feedback in a section on TIGSource that’s limited to level 10 members.

      My theory regarding complaints with Nitrome games was that they don’t receive enough playtesting before release.

      I took on most of the feedback where it made sense. There are still flaws but it has had more playtesting applied to it than many Nitrome games put together.

      I am continuing to test this theory with another icon game. It will be a while before it is released.

      • Hmm, interesting! I didn’t realise you guys did so little playtesting usually. Kinda explains some things though.

        Would love to see more games from Nitrome in the future with more playtesting!

        • There’s usually plenty of internal testing, but rarely any from those outside of the company.

          My idea is you need more people testing, not just more playthroughs by the same people.

          The number of playtester credits on Anna Anthropy’s Redder got me thinking about taking the issue more seriously. I was genuinely surprised how many there were.

  2. This is quite a charming game. It is a lot better than most of Nitrome’s games. I was afraid the game would have 100 levels and get boring quickly, but it actually ended at a decent point.

  3. Yeah, my fave Nitrome game so far. Very solid idea and nice levels. Like it a lot πŸ™‚

  4. Instant_strudel

    Great concept, I really enjoyed the 1st few levels… couldn’t hack the boss though. Imagine a version of this in 3D πŸ’‘

    • for the boss, there’s an simple pattern you need to figure out and it’ll become really easy. I leave it for you to find out what it is πŸ˜›
      making it 3D would be a mindfuck though, I had a lot of problems with these puzzles already, in 3D it’d be hell O_0 …in a good way

  5. I like how the game avoids backtracking (well except for one level) because it would be super annoying in a game like this. Also, it comes to thought that with some mathematical analysis it would be easy to make extremely hard puzzles on this. Not that I would include them in this game, though.

    The only other Nitrome game I’ve played (that I remember) is Fault Line (that one where you “fold” space with some kind of button things). I wondered how they came to get such an interesting concept, actually make it run on an engine, and then use it on puzzles that are effectively pulling levers to open doors. Also yeah, the game never ended.