

Blocky's Short Quest
Strive Continually · January 14, 2026 · Action, Platformer, 2D Platformer, Precision Platformer, Adventure
Blocky's Short Quest is free to play — no purchase needed. We track it so you know if that ever changes.
Screenshots
Blocky's Short Quest price
Blocky's Short Quest is free to play — there is no purchase price, on Steam or anywhere else we track. We keep watching it, so if it ever stops being free the price history on this page will show when that happened and what it changed to.
About Blocky's Short Quest
Blocky's Short Quest — game info
- Platforms
- Windows
- Player modes
- Single-player
- Controller
- Partial controller support
- PC Game Pass
- Not included
What Steam players say
Recent verbatim reviews from Steam — separate from playze.io community reviews below.
Blocky's Short Quest is a charming platformer that keeps players engaged by continuously introducing new movement abilities and mechanics that change how you approach each world, with satisfying controls and great level design highlighted by generous checkpoint placement. Players particularly praise the creative gimmicks like the stamina meter mechanic and the music, though some note that the later levels become more inconsistent and a few mention frustrations with edge-collision detection and character slipping near platform edges.
Blocky's Short Quest is a really charming platformer that I enjoyed mostly because it keeps changing the rules as I progress. I play as Blocky, a little character with an unusually powerful jump, and the adventure takes me through different worlds where new abilities completely change how I approach the levels. I liked that sense of discovery because I never felt like I was simply repeating the same platforming challenge over and over. The jumping is the main attraction, and I found the movement surprisingly satisfying. Blocky can eventually do things like float, keep jumping automatically or move through sections with unusual movement rules. I liked learning each new ability and then seeing how it affected the way I approached the next group of levels. The controls remain simple, but the changing rules give the platforming much more variety than I expected. The world map is another feature I appreciated. Instead of simply moving from one level to another in a straight line, I get a clearer sense of travelling through an adventure made up of different areas. The stages introduce new gimmicks along the way, which kept me curious about what the next world would do differently. I al…
fun
basic 2D platformer with a new gimmick each level... but it's a GOOD basic 2D platformer with a new gimmick each level!!!
Played it for Mystery Tournament, and while I am terrible at precision platformers this one was still pretty good! The music is great and so is the level design!
I'm really enjoying this platform game, and don't let the title fool you, it's not that short, there are many levels! There are some tough passages, but the game is generous with the checkpoints, so you usually resume playing pretty close to where you last died. The only thing I don't like is how the character slips when he's near the edge of a platform, I think the controls would feel tighter if that feature got removed.
I'm just going to give my thoughts after completing every level. It's a solid game all things considered, but the later game was a lot more hit and miss for me. In spite of that, it's free and not so short to be mostly a waste of storage space, so it's worth a look. I don't have much to say about the most of the game, if I'm not mentioning it here it's at least 'ok' if not good. I don't want to spoil too much, but my favourite world was the one with the 'magic' (ie. stamina) meter. It felt like such an interesting mechanic, that I've never seen before in a platformer, and was surprisingly not awful to play. Now onto the negatives: The hitboxes are wacky, I'm almost certain that either the edges of platforms are rounded and/or the player is, which doesn't line up with the boxy visuals. World 12 (rising lava) and World 13 ('fuel' (ie. hunger) meter) have a lot of overlap in terms of how they play. It bored me a little trying World 12 after completing World 13, and seeing the mechanics built up in a similar way for the most part. World 15 was lame; wall jump after the more exotic mechanics, seriously? The final World was fun at first, but after I started level 2 and realised the…
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