
Won't You Be My Laser?
Turret-dodging and stick-grabbing wrapped in a neon-lit 80s fever dream: a micro-puzzle game that knows exactly how small it is and leans into it with charm.
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About Won't You Be My Laser?
I have a soft spot for the games that fit in your pocket and never pretend otherwise, and Won't You Be My Laser is exactly that kind of honest little thing. Chequered Ink built a singleplayer puzzle game around one sharp mechanical idea: gun turrets sweep the room, and your job is to stay out of their line of sight long enough to grab every pick-up stick and reach the exit. That is genuinely the whole loop, and for the length of its 25 levels, the loop holds. The core move set is tighter than it sounds. You push crates into the path of a sweeping turret to block its beam, then sprint through the gap before it rotates back. There is a five-star time rating on every level that adds a speed-run layer for anyone who wants it, and a handful of the later levels require near-precise routing to hit that top bracket. A community thread flags level 18 as the point where the margin for error compresses to almost nothing, which tells you the difficulty curve does eventually bite. It is not a long game, probably two to three hours on a first run if you are methodical, maybe less if you move fast. The 80s aesthetic runs all the way through the presentation, set in a retro-futuristic vision of the year 2000 complete with the kind of earnest camp that makes the whole thing feel like a lost Saturday-morning cartoon. What works: the turret sightline mechanic is clean and readable. You never argue with a death. The crate-blocking puzzle design is satisfying in the same way a small sliding puzzle is satisfying, that quiet click of a solution snapping into place. The star rating system gives completionists a reason to replay levels they have already cracked. What does not work as well: 25 levels is a confident scope for a sub-dollar game, but anyone hoping for mechanical evolution beyond the turret-and-crate formula will hit a ceiling fairly quickly. The game introduces new level geometry and turret placement configurations rather than new tools, which is a legitimate design choice but a conservative one. For the right player, this is an ideal commute-length session game: something you pick up, clear a handful of levels, close, and return to without any cognitive overhead. Controller support means it plays comfortably from the couch too. The Steam user response sits at roughly 78-79% positive across a modest review count, which tracks with the experience. People who expected a quick, cheerful puzzle distraction got one. People who wanted a deep mechanical system did not find it here, and probably knew that going in at this price tier. If Chequered Ink's other work is anything to go by, there is genuine craft in the house. This one is a small piece of it, unpretentious and short, with a good pun in the title and enough mechanical self-discipline to avoid overstaying its welcome. Kai, Scout Team
Tags
System Requirements
Minimum
- OS
- Windows Vista or higher
- Memory
- 512 MB RAM
- DirectX
- Version 9.0
- Storage
- 50 MB available space
- Graphics
- 128MB
- Sound Card
- DirectX 9 compatible or integrated sound chip
- Additional Notes
- Screen resolution minimum 960x540, recommended 1920x1080
Reviews & Ratings
No ratings available
Game Info
- Developer
- Chequered Ink Ltd.
- Publisher
- Chequered Ink Ltd.
- Release Date
- Sep 2, 2016