Reviews from

in the past


I collected enough birds to see the credits and then some, but I didn’t quite feel as compelled to do literally everything as I might otherwise have. I think I found myself less compelled to try really hard to finish this one than Pushmo proper and I can’t really imagine why, other than that I had some real tough time with spatial awareness here. Maybe the inciting incident is slightly less compelling? Rescuing children trapped within Papa Block’s mildly existentially terrifying playground seemed like an urgent matter, whereas… like, these dang birds can talk. Why can’t we just tell them to fly back. Come on. Mallo is shaped like such a friend, I would trust him if he told me to walk into an incinerator.

I did have a lot of fun with it until the late game, at least. There were some fun little brain teasers, and I need a little puzzle game like this every so often for enrichment so I don’t start pacing in my enclosure. I will continue to yell that they should bring back the ‘mos! They’re good! At least I have Stretchmo to go.

Child me was too stupid for this.

This sequel reinvented the wheel by having gravity affect the blocks you tug at now. Each individual segment is its own entity to mess in all four directions. This added a surprisingly big level of new puzzle designs and difficulty. Think it was a bit harder than Pushmo tbh. Also the gizmos and gimmicks introduced were fun to mess with too. This series continues to prove why it's my favorite puzzle series out there. The relaxing music and cute squishy characters also help elevate my enjoyment. Plus the level editor is my favorite part like the last game. I got lost for so many HOURS on this. Just as much of a joy to play as Pushmo.

It's honestly incredible how they reinvented Pushmo with a few simple changes. Every block is now its own chunk of the puzzle, and can be moved independently around the playing field, and they're also affected by gravity. It's honestly one of the coolest puzzle games I've ever played, requiring you to think in three dimensions, about what chunks should be used as a footholds, what you need to push them around/against to get them where they need to be without fucking everything else up. There's just one problem...

Crashmo is hard.

In the earliest stages of the game, Papa Blox sits on the sidelines and will inform you if a move you've made has completely ruined your ability to finish the puzzle. Frankly, with how complex this game's puzzles are, I feel like there ought to have been an option to let you know this during any puzzle. I neglected to mention this in my review of the previous game, but by actively playing a puzzle for long enough, the pause button will flash, and the option to skip that puzzle will unlock on the pause menu. In Crashmo, you can just skip a puzzle at any time. Skipping doesn't feel completely necessary in Pushmo, but there are points in Crashmo where it'll feel damn near mandatory. That being said, the fact that it's so hard is it's biggest strength...

Finishing puzzles in Crashmo feels incredible.

Every move you make feels deliberate. You have to think several steps ahead as you make your moves. You can trial-and-error parts of a puzzle, but you really need to make sure you're not fucking yourself over in the long run. Y'see, there's a little trick that Crashmo uses in its challenge stages: Sometimes blocks are color-coded in a way that subtly tells you to move them in a certain way. By proxy, the themeing dynamic from the first game is now completely flipped; "Challenge" levels are logic puzzles, and "Mural" levels are chaotic tests of spatial awareness. There's a good reason why the game waits until puzzle 81 of 100 to bring the pixel art murals in. That's where the training wheels come off. They're also where several parts of the mural come off, seeing as gravity is now a factor, and the pixel art rarely maintains its shape after it drops in. Now you have to view the shapes and make your own judgements. Apparently, that level of abstraction is where my brain begins to melt.

Crashmo is fucking HARD.

...however, I think it accomplishes what a puzzle game should do: Make every solution satisfying.

The presentation is roughly in line with Pushmo, but there's a little bit more personality everywhere. Papa Blox's granddaughter Poppy comes to visit, and Mallo is smitten. So smitten in fact that he does a rad sumo pose and unintentionally scares off all 100 birds she rode in on. Good job idiot, now you gotta push blocks again to get the birds back. You can check on the birds you've rescued and they give little blurbs of dialogue (occasionally helpful, mostly just flavor text). The troublemaker from last game, named Corin, is now Papa Blox's apprentice, and runs the Training Crashmo area. It's a small world they've made here, but bringing continuity into such a small world makes it feel so much bigger. There's also neat extras to unlock, like a sound test (with personality), or a set of ten "Prototype Crashmo" with blocks that have more than one square of depth/width, creating significantly more complex shapes. I actually like the music in this game a lot more. I'm not exactly a music major, but I think it's an increased emphasis on percussion and more memorable melodies that seal the deal for this one. It's slightly less laid-back than Pushmo's soundtrack, and makes for some of the thinkiest music I've ever thunk to. Give the whole thing a listen.

Listen, I get it, the game's not for everyone. Hell, it probably wasn't for me back when it released a decade ago. But for every puzzle I skipped back then, there was another that I finished and was subsequently blown away by. It was hard as balls, but I recognized its genius. This was the one where I made the most custom stages, designing puzzles for this game's rules made me feel like a genius. Maybe the casual Nintendo 3DS userbase just wasn't ready for the genius of Crashmo, but if you like difficult puzzle games, you really ought to play this one.

I appreciate Crashmo.


A great successor to Pushmo which rewrites all the rules to great effect. Since the mechanics of the puzzles are completely different in this one the game is fresh, while still being true to the spirit of the franchise. Puzzles in this one tend to involve fewer chunks, but be more difficult than a puzzle of similar size in Pushmo. This makes solutions harder to figure out yet easier to execute on, and overall make you feel more clever. It's all really smartly done!

Why couldn't Mallo just fly with the birds/balloon basket to where the kids were and free them that way?

My problem with this game is that while Pushmo starts off easy and gets real hard at the end, this game starts off basically where Pushmo ends in difficulty and keeps going. A couple levels and I'm totally stuck on a puzzle forever. I know that may be more my fault than the game's, but it still feels crazy just how much harder this game is. I refuse to look it up, so I'm just kind of stuck with it.

Si bien ofrece una nueva perspectiva a los puzzles, creo que el mejor es el primero.

It gives up some of the simplicity of Pushmo, but making blocks fall completely changes how puzzles need to be approached.

A worthy sequel to the game Pushmo. This one adds complexity by changing up the rules just so slightly: Things fall. This makes for great puzzles, but also makes for a harder time making your own in create mode.

Interesting new take on Pushmo, which made it a lot more complex. Probably the hardest in the series, and the devs knew it as the number of puzles was cut in half. I still remember the trumpet puzzle and the amount of HOURS I spent on it, but it was incredibly satisfying when I finally grabbed that bird.

+Reinvents Pushmo by giving extra dimensions
+New mechanics make for more interesting puzzles
~Odd difficulty curve
~Feels more linear
- Story telling got worse

A terrific game for anyone who likes solving puzzles. You have to move blocks around to make yourself a pathway to the top and rescue birds. A lot of the puzzle are easy, but some will have you scratching your head and experimenting until you finally uncover the solution. It's very satisfying once you finally win!