A simple idea polished to perfection from a developer with a strong pedigree. Boxboy! is not a revolutionary puzzler, but a very cleverly designed game with plenty of ideas which moves along at a breezy pace. Creating and manipulating boxes is a simple bit intuitive mechanic which conceals more depth than is at first apparent, and HAL build upon these ideas very smartly, with each new world offering up a different type of environmental hazard in a thirty-minute chunk of gameplay.
Having said that, though, I found myself waiting most of the game's length for HAL to start combining these ideas together and making some really ambitious levels. It isn't until the very end of the game (and the post-ending puzzles) that all your acquired skills will be put to the test, and its quite possible that many players will miss out on worlds 18-22, which are easily the best in the entire game.
In these stages, you'll frequently have to think outside the box (couldnt resist, sorry) to traverse some really tricky combos of sticky blocks, moving blocks, falling platforms, portals, lasers, switches, and all manner of obstacles. The final two worlds even grant you the ability to place two sets of blocks at once, as well as access to a costume that doubles your jump height, both of which are slightly game-breaking, but feel like just rewards for having made it all the way to the end.
Time attack and score attack modes are a nice little change of pace, even if many of the other purchasable goodies in the shop are fairly useless. The 'hint' system, on the other hand, is more of just a 'give me the answer' button and strikes me as a lazy concession to accessibility.
Still, Boxboy! is an exceptionally tidy puzzle platformer that knows where it's strengths lie, conceling a surprising level of complexity behind its simple but effective art style. Although it's a shame so much of its best content comes right at the end, Boxboy! is thoroughly worth seeing through to the conclusion of its generous 12-hour runtime, especially given its paltry £3 pricetag.
8.4/10
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Kinda surprised at how much time I spent with this one. Really interesting levels only come by the last 2 or 3 worlds, but still impressive how much mileage you can get from such a simple concept. Minimalist aesthetics are sterile as hell, though.
Agree that cringeimalism bad, but I think the aesthetic works quite well here within the context of it being a puzzle game. Being able to glide through the game's puzzles by effortlessly controlling Qbby's movement is the strongest part of this for me, and I think relegating the visuals to only the most necessary information does a great deal in making the puzzles more approachable, too.