Reviews from

in the past


Everyone knows this and nobody talks about it -ever-, that's the most remarkable achivement of this game besides being actually a nice game even with that thing going on.

A game that does everything it can to suck the fun out of a otherwise decent feeling experience. Frustrating to the point of wanting to spike your controller. No slow buildup either, the difficulty comes early. While it feels good to persevere, in the end it wasn't worth it for me.

pissed me off so bad.
also stop referencing the fact that ur pixel art game has pixels in. its giving so retro

An enjoyable and yet equally frustrating game. It has a lot of fun platforming action, but there are so many places later on where simply not watching where your standing can give you a insta-kill that it goes up to super meatboy levels of annoyance. The art for it is quite creepy and i love how the girl appeared to have just been accidentally chosen by this book, but wow is this quite a hard game. I recommend it to anyone who likes to pick up a challenge.


I love the concepts and the aesthetics, but the physics are kind of terrible, and all of the enemies are damage sponges

This game is conceptually badass and I love the style of it, love the main lead's design, music is okay and very repetitive. Its starts off pretty warm with its difficulty but then it escalates to the point where you want to spike your controller lmfao.

I felt like the blend of hack & slash and platforming elements could've been weaved together more naturally.

Overall, its a very trial and error game with pretty long levels if you play on standard difficulty. Your enjoyment may vary on this game if you're into that and I won't blame anyone if they choose to not finish it.

This is a good precision platformer in theory, but in practice everything is brought down by the horrible combat. I have no idea why so many moves are mapped to a single input.
Also, I really disliked the music, but that's probably more subjective.

the concept is pretty fucking metal. beat em up + super meat boy + lovecraft. in practice both the platforming and the melee combat can feel a bit janky sometimes, especially in later levels. the art style is great

cool concepts but way too hard for my blood unfortunately

Un pixel art muy bonito y la estetica preciosa.

El gameplay bastante deficiente, el 80% de las veces que he muerto era por lentitud de los controles al responder.

The game feels immaculate, but sadly a bug at the final level made me lose hours of progress as a save point of mine in the level randomly got reset. I am still mad, but maybe one day I'll go back to settle the grudge.

They bleed pixels. Under the strange name of the game, there is a very interesting platformer that gives a completely different experience when compared to anthology games ala Super meat boy. A very interesting game that has clearly passed by many players who love this genre.

Они истекают пикселями. Под странным названием игры, скрывается очень интересный платформер, который дает совершено другой опыт, если сравнивать его с антологичными играми аля Super meat boy. Очень интересная игра, которая явно прошла мимо многих игроков, любящих данный жанр.

Neat art, but it kicked my butt and so I noped out.

A fun enough challenge platformer with a pretty minimal story

I played this many years ago with a really shitty pc with framedrops and enjoyed it anyways.

i hope this didnt happen in real life

¿Te gustan los juegos difíciles de manejar? Pues este es el tuyo. Tiene un control bastante ajustado, unos niveles muy currados (y un poco hijosdep**a) que te harán querer romper el mando. Y aun con todo lo recomiendo. Cada vez que te pasas un nivel la adrenalina se libera como un chute de heroína.

Una de las mejores/peores características es que tu decides donde poner el checkpoint. Matando a los bichos con combos rellenas una barra y cuándo esté llena puedes poner el punto de guardado donde quieras. Cada salto está medido al límite, pero si fallas tu cadáver se quedará en el sitio recordándote dónde has muerto.

Y finalmente, como bien reza el título, la sangre pixelada de los enemigos salpica y decora cada rincón del escenario, sobre todo si decides jugar a los malabares con ellos. Lo recomiendo si eres muy masoca, si no también puedes echarle un ojo y descargar la ira contra sierras mecánicas (Aunque probablemente no ganes ese combate).

Deliberately difficult games are an interesting bunch- by their very concept, you’d think someone was insane, and yet they enjoy considerable success in the marketplace. Maybe it’s because their consumers are equally crazy, but my theory is that they ride the same wavelength that boosts horror entertainment, namely its reliance on the reward system- when we get scared by something frightening, the resultant dopamine rush tinges the whole affair with a coat of positive recall. Likewise, successfully completing an arduous task after multiple deaths can be the equivalent of an Intropin injection, setting-off a positive feedback loop in the brain that encourages gamers to punish themselves….maybe the older generations are right and gaming is an addiction.

My ramblings aside, They Bleed Pixels is one such entry in the platforming subshoot of this genre, albeit with a beat’em up compartment courtesy of a half-baked melee system. The question is, is it worth it for casuals to venture into ala Super Meat Boy or strictly for enthusiasts? I’m afraid I have to go with the latter, but for the longer answer, read on!

The story…exists. Through very short cutscenes interspersed at the start of each chapter, you get a narrative that hinges on a little girl. She has been assigned to a new boarding school where a demonic tome (basically a discount Necronomicon) mutates her at night. It’s not made clear whether her consequent nocturnal adventures are fever dreams or interdimensional escapades the way Lovecraft’s protagonists were sometimes involved in, but regardless, it’s not important because no importance is placed on it- it’s merely an excuse for the game to take hold.

And on that note, let’s talk about the gameplay- as a platformer, They Bleed Pixels has your typical high leaps, short hops, and sliding. Those controls are intuitive for the most part save anything to do with walls- most vertical barriers can be grasped onto, with the Girl slowly slipping unless you bound off it perpendicularly or horizontally. The biggest issue I ran into was how inconsistent the double jump worked: sometimes the game would register me as having already done the first leap (signified by an instantaneous “swoosh” from departure), leaving me with only the second, while other times I could successfully do both. To be clear, these kinds of inconsistencies are present in every parkour-based title (including my beloved Assassin’s Creed), but it gets very infuriating in They Bleed Pixels due to the demanding punctuality of the gameplay. Timing is everything, and one screw-up or one misfired trajectory will cost you and force you to restart. And given the already onerous nature of the game, you can imagine how frustrating these lapses in the coding get.

Besides that, you also have a combat system courtesy of developer Spooky Squid Games wanting to throw-in some beat’em up action. Unfortunately, to a certain degree, it’s more irksome than my aforementioned lamentations about the wall movement due to arbitrary handicaps that were put on it. You can slice, kick, burst transversally, and ground pound, but every single one of those functions is synced to the same button, which you’ll find leads to confusion in intentions very fast; that is, the Girl sometimes doesn’t register what you want to do. Trying to hit an enemy to your left may result in you accelerating instead, priming you for a quick counterattack; attempting to calcitrate a ghoul into his companions behind him may be replaced with you simply slashing. I really don’t get why the kick, in particular, wasn’t tied to another key; the intro screen literally encourages you to play with a controller, yet the devs don’t even utilize three of the four digital action prompts. Maybe they did it for the sake of making things more difficult, but that seems silly given how mentally testing the overall contraption is.

On the topic of difficulty, I was genuinely shocked that They Bleed Pixels didn’t have an insta-respawn option. Considering the sheer amount of instances that you will perish (or await perishment), having to spend even an extra second+ biding for the game to reset gets aggravating, though I was appreciative of checkpoints going back to the actual moment you died (animations/placements of the other beasties, et. al. in place) rather than a similar spacetime juncture where nothing you did beforehand is remembered.

Other issues with the game include transitions between moves lacking a smoothness seen in alternative fighting games, and your standard enemies having too much health to warrant the endeavor at least being fun hack-and-slash-style. Credit where credit is due, there is a decent diversity of antagonists, each requiring a slight variation on your standard melee moves to best, and I liked how the combo dial declined numerically rather than immediately dropping to zero as tends to be the default. However, I can’t say you’ll look forward to most hostile interactions.

Fear not, not everything is negative! One of the implementations I really enjoyed was the aforestated checkpoint system - rather than have a flag-esque one like most platforming games, They Bleed Pixels opts for a meter that you build-up via dicing enemies or collecting floating red orbs: once fully charged it’ll auto-generate a savepoint as long as the Girl is standing completely still and not within the vicinity of any threat (undead or inanimate). This might seem like it could get vexing, and I’d be lying if I said there weren’t moments where I hated where I put my station, but overall I gotta admit it was pretty genius. Not only does it encourage you to engage in fights, but it also concocts yet another blast of drug-induced pleasure to the reward system via granting a vitality haven for completing a toilsome area. In addition, you get some sadistically brilliant design choices in the layout of the floors: places will be set-up so that you have just enough opportunities to earn experience, as well as stopgaps in place to prevent you from spamming save spots whenever you can (ex. a blade hidden in an adjacent ceiling).

Really, my praise for the level design applies to the game as a whole. Yes, there were hundreds of times where I was strongly tempted to chuck my controller at the monitor; however, I can’t deny that there was thought put into the craftsmanship. Whether it was placing certain villain varieties at certain points to counter specific strategies or arranging obstacles in a way that you had to do precise maneuvers, it was all callously well-done.

Graphically, They Bleed Pixels lives up to its name by indulging in an artstyle wherein all beings look like they’re composed of little dots. It’s not blurry enough to warrant being labeled a throwback to the 16-bit realm ala Shovel Knight, but instead is its own thing, more reminiscent of an HD-version of early-2000s computer games. Blood, in particular, is glorious to behold, with enemies (or yourself!) bleeding multitudinous pictels of claret tears when cleaved or obliterated, the ink drenching the environs around you (though sadly not any avatars). Small details like little splashes when you step on a crimson floor or specific body parts flying depending on how an enemy was knocked into spikes are worthy of praise.

Unfortunately, there are some downsides. For starters, that pixelation can cause issues with buzzsaws- the white boundary of your character model is so fuzzy that you are not able to precisely tell where it ends and the silvery rotundness of the cutter begins, leading to another source of anger when you’re haphazardly propelled in spite of you thinking you’re safely adjacent to the trap. All other objects you’ll witness seem like pre-created items that were pulled from the Microsoft XNA engine library. And the monsters you’ll face aren’t distinct in the slightest. I’ve heard many claim that there was a Lovecraftian influence on the arthouse, but I couldn’t see it- the deities and leviathans of the Cthulhu Mythos were the epitome of incomprehensible awe; They Bleed Pixels’s are even less unique than the ones in Ghosts 'n Goblins. Backgrounds also tend to be relatively simple (though gorgeously made) paintings that only alter when you fall to your last hitpoint (becoming redder).

But as an overall package, the gothic vibe, cool colors, and Clock Tower-esque splendour of the cutscenes will more than make-up for any visual deficiencies.

Sound is arguably as barren as the story. There’s no voice acting minus the scream of the Girl when she meets a demise (why they couldn’t program more than one vociferation I can’t say), effects like the swipe of your claws against a body or the woosh of your springing are singular, and I can’t recall anything else standing out.

The music by Shaun Hatton is catchy enough. He’s evidently going for those old-school, arcadey beats that would pulse through mall corners back in the day, and it succeeds in enlivening every level without adding to the wrath that will bubble inside you as you bite the dust again and again and again.

In terms of whether or not I recommend They Bleed Pixels, listen, the target audience is obvious- you know who you are, and this is another title worth adding to your backlog. The main story provides enough content for your money, there are a series of bonus stages with unique reskins (i.e. Van Gogh’s Starry Night), and the masochists among you can even replay areas to collect all the tomes and spheres.

On the other hand, for those who are looking for an introduction to this niche genre, I can’t say I nominate it, mainly because of the flaws with the wall jumping and lack of quick respawns. Those may seem like small gripes, but for games like this, they add to the pain gauge very quickly, and unless you’re used to the brutal machinations of these platformers, you’re better off playing something less exasperating.

I’m proud that I managed to beat They Bleed Pixels, holding it up as a Badge of Pride, but boy was it a metacarpal-aching journey.

If you loved Super Meat Boy you should check this game out. Will love it as much? Probably not. TBP is all about a little girl who picks up some mysterious cursed book that turns her into a demon in her dreams. The game has a Lovecraftian are style, but the same 8-bit graphics as Super Meat Boy. The game features twitch reflex platforming and combat.


The platforming is simple enough with abilities to double jump and clings to walls, but the game requires mastering the controls to maneuver through nigh impossible paths that require pixel-perfect timing. The combat is actually what brings this game down so much. The developers tried to make it too complicated. Hitting the attack button doesn’t really do much damage to enemies which is stupid. You also don’t get a multiplier if you use a standard attack. They want you to be “creative” and use the dash attack, knock them into obstacles, and use the high kick. I know, these kinds of moves don’t belong in this kind of game. The combat system is just convoluted and requires too much thinking for a game that relies on instinct and muscle memory responses. After a platforming section, I start wailing on an enemy and realize I have to think about this combat system. It hurts my brain and really messes with the momentum of the otherwise solid platforming and controls.


There is a neat checkpoint system that allows you to put it wherever you want. If you get enough purple orbs you can fill up your checkpoint meter and stay still for a while. This will place a checkpoint at that spot allowing you to save them for complicated platforming sections. This alleviates the frustrating combat that leads to some cheap deaths. If you do well enough on a level you can unlock special stages that are from the iOS version and user-created.

With all of this combined They Bleed Pixels is great if it weren’t for that combat system. You just can’t stop and think about fighting when you are on a good platforming run. The custom checkpoint system helps remove some of that frustration, but in the end, I just want to hit an enemy a few times and be done. Even having to do the complicated moves just to flip switches is pretty annoying. If you can look past this you will enjoy this game, but most people will just stick with Super Meat Boy.

Maybe I just didn't give this enough of a chance to get accommodated to the physics, but it felt way too hard to control your character for what the game was asking you to do.

Doubt I'll be going back to this. I like the vibe, but the gameplay wasn't really to my liking.


I'm learning I played a lot of perfectly fine 2d indie games back in the mid-2010s