ANTONBLAST - A Blast, or a Dud?

GaryStu56

kiwifarms.net
Joined
Apr 10, 2025
AntonblastGridFinal.jpg

Antonblast, another 2D platformer heavily inspired by Wario Land 4, but with a touch of Crash Bandicoot that really makes it stick out from Wario and Pizza Tower. Also lots of Beavis and Butthead/Ren and Stimpy influences. The gist is, Satan (Basically Cow and Chicken's Red Guy and AOSTH Robotnik) is jealous that Anton is redder than him, and sends his army of moles to steal his booze and bait him into Hell.

My thoughts: This one's really rough around the edges compared to Pizza Tower, but I can tell that the dev's heart was in the right place. Antonblast just oozes with soul, from its hyper-exaggerated animation, sonic-like setpieces, kickass music, but at the end of the day, it leaves me feeling that it could've used a little more time. Especially on one aspect of its design...

DIfficulty: Never played Warioland 4, but I did play Pizza Tower. The curve was excellently handled, with no real out-of-place difficulty spikes aside from the P-Ranks. Meanwhile, Antonblast is all over the place, from level placement to certain sections within the levels themselves. It goes to show you that in the developer playthrough, Concrete Jungle was supposed to be the 2nd Stage. The first hiccup is in Cinnamon Springs. I got this one practically memorized from the demos, but for a new player, it's very, very rude. It opens up with long stretches of see-saw platforms over lava that you can easily fall into if you carelessly boost. Thing is, after the first few screens, the Springs are basically a cakewalk, aside from the castle section, which was directly ripped from an infamous Bandicoot stage. You know the one. It would've worked so much better if the opening moved more screens into the lava, or introduced the lava and seesaws individually before combining them all into one.

Next stop is the Pinball Mire. Oh god, everyone was bitching about this one in the steam reviews, and for good reason. The pinball psychics are almost incomprehensible on your first time, especially since the game NEVER tells you that you can clutch the pinball to force yourself into the sidepockets. Not even mentioning the mud, which is the only insta-kill hazard in the game, shows up only at the beginning, and will happily kill you at the end of the escape if you are not careful, forcing you to go through the pinball crap again. You wanna know why the Warioland 4 equivalent never had actual pinball? Because then you would have to do it under a time limit after you hit the escape switch, which Antonblast gleefully pulls on you. Yes. Pinball, under a time limit. It's even more strict if you are going for Time Trials. Seriously, who tf thought that was a good idea?

Mad Mall is yet another moment when the game fails to tell you what the hell is going on. The goal is to hit the 4 detonators under a time limit to beat a safecracker to the vault, but there was no tutorial blurb on launch. I'll just run by other such tidbits, sliding into kickable objects changes the trajectory, the bomb transformation can clutch in the air (Both in the same level), you can boost on grind rails, the slide can defeat enemies... I hear that the game is hard to read because the screen can get busy, but for me, getting hit and missing out on secrets because the game refuses to explain itself in infinitely more frustrating. Oh, and you don't even have to beat the goblin. The game just dumps you on a harder escape route.

Mysterious Glasshouse: The platforming gets WAY harder in this hellhouse for one reason: your hammer bounce uses the same input as the clutch boost. And no, you cannot rebind the controls. It is all too easy to go rushing off the stupid plants when you meant to bounce. The game expects you to chain together bounces and clutches like this. Not only that, this one is really, really long compared to every other level. Get used to the music; you'll be here for a while.

Hell Manor: Remember when I said that Pizza Tower had a good difficult curve? I lied. Its final level, WAR, is really the only point in the game where you can die, and it will happen very easily since it imposes a shotgun that will grind you to a screeching halt every time you use it. It's on a whole different level from the rest of the game. Meanwhile, Hell Manor is simply a test of everything that came before. If you made it this far putting up with the game's nonsense, then this is not too big of a step. Aside from that one tape room, which suddenly puts in a Crash Bandicoot bonus room, Hell Manor is mostly coherent.

Side Modes: There are some stinkers that probably weren't tested before launch. Pinball Mire Time Trials comes to mind. Glasshouse Time Trials is 10 minutes for par. Seems generous, but it has the tightest platforming of the game. It's just more time for you to screw up. Hell Manor Combo Chain sucks, and only because of that Tape room. You can go full throttle the entire level, but then this room forces you to make a bunch of precise bounces over and over again. Screw up once, and you failed the run. Yeah, the CRACKED Ranks are just like the P-Ranks in PT, except doing so for the bosses isn't nearly as easy. Most of the fights are way more complex and intense, but the last three kick it up to 11. Maulerbuster and Ring-a-Ding put so much crap on the screen, and the Final Boss is outrageously long and induldges into even more bullet hell. They were even expecting you to get hit alot in the Satan fight because they give you a health bar. At least they are not tracked for 100% completion.

What do you think?
 
I will take any and all Wario Land 4 clones. You have no idea how big my blue balls are after nearly 20 years of absolutely nothing.
 
Music goes fucking hard, I'm especially a big fan of Freako Dragon's theme with how it sounds almost indistinguishable from something in Crash Bandicoot. Okay, "indistinguishable" might be the wrong term, but you probably see my point. Happy Hour is also a massive banger.
 
We talked about it when it came out in the Pizza Tower thread. I think I remember someone saying that the game was so meh that no one bothered to make a thread on it. Here were my thoughts.

1)Too much crap on the screen, making it hard to see what was going on.
2)Most the bosses were meh at best. Best boss was the dragon as every phase felt extremely fun. The Boss Busters were completely below average at best, or forgettable at worse. Satan was okay, but gave bad feedback on when to hit him during phase 1. Ring-a-ding's last phase was just a stupid spamming phase and didn't do anything cool.
3)Some of the level design makes no sense. I remember the pinball marsh level, the first few screens had this really weird hand grab from the quick sand mechanic, then it wasn't used for the rest of the level or game.
4)HP slowed the game down to the crawl
5)Movement was miserable. The fact you had to do this weird ground pound to do a double jump was counter productive to the platforming rather than giving the player an actual double jump.
6)Profanity seemed to be included just to be edgy
7)I felt like the music overall was better than Pizza Tower
8 )The game sometimes wanted you to do this crate jump maneuver, but I couldn't figure it the fuck out the entire the game.
9)The Boost mechanic felt useless as it required too much attention while there was chaos on the screen. Probably only something the speedrunners or achievement hunters would bother to master.

Overall, a meh game with a banger soundtrack. Buy Pizza Tower instead.
 
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He definitely meant it. Here he is regurgitating more trans rhetoric on his personal account:
View attachment 7207115
The person who reposted that was his girl(?)friend, who's similarly pozzed:
View attachment 7207163
So Antonblast's developer is 1000% unironically pro-troon. Not sure how much troonshit has seeped into his game, but given his social media activity I'd be surprised if his game was untainted.
Antonblast was mentioned in the Troonslop thread for the developer's diseased nature (compared to Pizza Tower's baseditty)
 
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Antonblast was mentioned in the Troonslop thread for the developer's diseased nature (compared to Pizza Tower's baseditty)
Peppino ain't entirely safe, since Frostix/ClascyJitto fully trooned out at some point after release.

And it's funny how people criticize the pinball level, since Pizza Tower was supposed to have one that was ultimately scrapped. As if Tour de Pizza realized it wouldn't work while Summit didn't notice.

And I agree about Antonblast being too "busy". Too many things on-screen and way too many movement options to deal with.
 
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the game is great, controls are pretty tight, stage and boss design are fun and inventive (for the most part), the soundtrack is phenomenal, and the spritework has so much soul put into it. It’s pretty hard to play because of how hectic and busy the effects are but it looks better if you turn off screen shake. it has its issues like having some borderline questionable game design in some parts *cough* cinnamon springs and pinball mire *cough* but i think the good outshines the bad.

Now time to complain about replayability and the side modes cause it’s kinda a huge factor in games like this (and cause i’m an achievement hunting autist). Combo chain could’ve used more time in the oven because it either feels like you’ll never drop your combo with clutch boosts resetting the meter or you’re scrambling to hit a chip/chain to keep it going to no avail (especially in the more vertical stages). I managed to get Cracked rank on the first 3 stages but haven’t gone back to the game since. It simply does not feel as fun or rewarding as P-ranks in Pizza Tower. Since it’s basically impossible to not compare Antonblast to Pizza Tower, it felt like Pizza Tower’s stages were designed with P-ranks in mind while Anton’s side modes felt more like afterthoughts. I’m still yet to really try time trial but it feels kinda dull, I don’t like how you subtract time by certain hitting boxes rather than just getting through the stage as fast as possible.
 
First major update for the game is out, which includes some changes I genuinely appreciate. You can finally rebind the controls, so no more boosting/bouncing with the same button. The entire OST was remixed, which is nice. The rest of the update? Mostly graphics and bug fixes. No ironing out the rough patches of the game's levels. Nothing on that green "Lime Trials" outline (Which even has an achievement in the new hallway they added) and the tournament in the backer area. Honestly, this feels a tad underbaked compared to Pizza Tower's Noise Update. Yeah, I know McPig had way more time to add in a whole new character to his game, but I was expecting more from what they teased (And what was datamined) since last year. Hopefully, the later updates pick up the slack.
 
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