Compare Super Puzzle Platformer Deluxe prices across 50+ stores and find the best deal. Developed by Andrew Morrish. Published by Andrew Morrish. Released on 5/24/2013. Available on PC, Mac. Genres: Action, Casual, Indie.

Tetris tried passive pattern-matching. Andrew Morrish said no and handed you a laser pistol. Survive the falling blocks, or get crushed by them.

My first run lasted maybe twenty seconds. The second, a little longer. By run fifteen I was reading the block colors before they landed, planning combos three moves ahead, and had completely forgotten I sat down for a quick five-minute session. That loop is the whole trick of Super Puzzle Platformer Deluxe, a one-person passion project from Andrew Morrish that wires the falling-block puzzle format directly into an action platformer and refuses to let either half feel like filler. The setup is deceptively lean. Colored blocks drop from the ceiling into a spike-floored arena, and your tiny character runs, jumps, and shoots. Shooting a single block earns a chip; shooting a cluster of matching colors destroys them all at once and scores points on a square multiplier, so two touching blocks give four points, three give nine, and so on. Collect enough chips and your weapon levels up. Collect enough gems and you unlock a new world, each one bringing its own hazard vocabulary. Cookin' Caves throws fireballs at you. Retro Relic drops saws, TNT, and lasers. A later stage tosses in turrets, homing missiles, and ghosts, all timed to appear among the blocks so that clearing the board is never just a puzzle problem, it is a reflex and risk problem at the same time. The spike pit at the bottom means that annihilating a massive color cluster is not always smart: the ground drops away beneath you mid-combo, and a screen shake from a big chain gives you almost no time to find a safe landing. Morrish built a beautiful little trap out of your own desire to maximize points. Character selection adds real texture once you have played enough to unlock the roster. Eight characters are available in total, each with distinct stats and movement abilities. The double-jump outfit is noticeably safer for navigating narrow gaps; the dual-wield gunner clears large blocks faster but feels harder to control in tight spots; at least one character fires in two directions simultaneously. None of them make the game easy. The challenge mode, eighteen short survival gauntlets lasting thirty to forty-five seconds each, is a different beast entirely, leaning harder on memorized movement patterns than on the freeform scoring flow of the main game. Some players love it; others bounce off it fast. Honest answer: it is the part of the package that feels most like homework. The soundtrack deserves its own paragraph. High-energy chiptunes that change per world, tightly matched to the pacing, genuinely rad in a way that elevates an already tense moment into something that feels cinematic in miniature. The pixel art is functional rather than stunning, and a handful of players have noted that purely random trap placement occasionally produces unwinnable scenarios, a frustration that is real even if it is uncommon. Those are the honest dents. The local split-screen versus mode, where a friend watches you die slightly faster than them, is a surprisingly sharp couch game. What Morrish got right, and what a lot of bigger studios would have buried under progression bloat, is the absence of fat. A single run lasts a few minutes. The skill ceiling is high enough that a thirty-minute stretch still feels rewarding. Steam users rate it Very Positive after hundreds of reviews, and the game has not aged in any way that matters, because it was never chasing trends in the first place. If you are the kind of player who respects a small game that knows exactly what it is, this one has been quietly waiting for you. Kai, Scout Team

Super Puzzle Platformer Deluxe
ActionCasualIndie

Super Puzzle Platformer Deluxe

May 24, 2013Andrew Morrish
GamerScout Says

Tetris tried passive pattern-matching. Andrew Morrish said no and handed you a laser pistol. Survive the falling blocks, or get crushed by them.

PCMac
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About Super Puzzle Platformer Deluxe

My first run lasted maybe twenty seconds. The second, a little longer. By run fifteen I was reading the block colors before they landed, planning combos three moves ahead, and had completely forgotten I sat down for a quick five-minute session. That loop is the whole trick of Super Puzzle Platformer Deluxe, a one-person passion project from Andrew Morrish that wires the falling-block puzzle format directly into an action platformer and refuses to let either half feel like filler. The setup is deceptively lean. Colored blocks drop from the ceiling into a spike-floored arena, and your tiny character runs, jumps, and shoots. Shooting a single block earns a chip; shooting a cluster of matching colors destroys them all at once and scores points on a square multiplier, so two touching blocks give four points, three give nine, and so on. Collect enough chips and your weapon levels up. Collect enough gems and you unlock a new world, each one bringing its own hazard vocabulary. Cookin' Caves throws fireballs at you. Retro Relic drops saws, TNT, and lasers. A later stage tosses in turrets, homing missiles, and ghosts, all timed to appear among the blocks so that clearing the board is never just a puzzle problem, it is a reflex and risk problem at the same time. The spike pit at the bottom means that annihilating a massive color cluster is not always smart: the ground drops away beneath you mid-combo, and a screen shake from a big chain gives you almost no time to find a safe landing. Morrish built a beautiful little trap out of your own desire to maximize points. Character selection adds real texture once you have played enough to unlock the roster. Eight characters are available in total, each with distinct stats and movement abilities. The double-jump outfit is noticeably safer for navigating narrow gaps; the dual-wield gunner clears large blocks faster but feels harder to control in tight spots; at least one character fires in two directions simultaneously. None of them make the game easy. The challenge mode, eighteen short survival gauntlets lasting thirty to forty-five seconds each, is a different beast entirely, leaning harder on memorized movement patterns than on the freeform scoring flow of the main game. Some players love it; others bounce off it fast. Honest answer: it is the part of the package that feels most like homework. The soundtrack deserves its own paragraph. High-energy chiptunes that change per world, tightly matched to the pacing, genuinely rad in a way that elevates an already tense moment into something that feels cinematic in miniature. The pixel art is functional rather than stunning, and a handful of players have noted that purely random trap placement occasionally produces unwinnable scenarios, a frustration that is real even if it is uncommon. Those are the honest dents. The local split-screen versus mode, where a friend watches you die slightly faster than them, is a surprisingly sharp couch game. What Morrish got right, and what a lot of bigger studios would have buried under progression bloat, is the absence of fat. A single run lasts a few minutes. The skill ceiling is high enough that a thirty-minute stretch still feels rewarding. Steam users rate it Very Positive after hundreds of reviews, and the game has not aged in any way that matters, because it was never chasing trends in the first place. If you are the kind of player who respects a small game that knows exactly what it is, this one has been quietly waiting for you. Kai, Scout Team

Tags

singleplayermultiplayerachievementscontroller-supporttier:indieHigh Score ChaseArcade SurvivalChiptune SoundtrackCharacter AbilitiesLocal VersusOne-More-RunCombo SystemNo Tutorial

System Requirements

Minimum

OS
Windows XP SP3
Memory
2 GB GB RAM
Graphics
Pixel Shader 2.0
DirectX®
9.0c
Processor
2.0GHz
Hard Drive
70 MB HD space

Recommended

OS
Windows 7
Memory
2 GB GB RAM
Graphics
Vertex Shader 2.0 compatible card
DirectX®
9.0c
Processor
2.4GHz or higher
Hard Drive
70 MB HD space

Reviews & Ratings

No ratings available

Game Info

Developer
Andrew Morrish
Publisher
Andrew Morrish
Release Date
May 24, 2013

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