BONK: An Interactive Exposition

Creator: UbersawMedic

Average Rating
9.5 / 10
Average Difficulty
61.9 / 100
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Tags:

Adventure (13) Needle (8) Gimmick (12) Boss (8) Secrets (11) Long (1) Story (3) Puzzle (2) Lore (1) Advanture (1)

Screenshots

  • by UbersawMedic
  • by UbersawMedic
  • by Riechert
  • by UbersawMedic

Creator's Comments:

UbersawMedic [Creator]
(Current version: 1.2.5)
Welcome to BONK! This gimmick-puzzly adventure game is my first big proper project, so hope you enjoy it!

Features include:
-6 full-fledged stages! Each one divided in two halves, first one aiming around 45 difficulty, second one aiming around 60
-4 endings
-Plenty of secrets, from the optional red coins to [CENSORED]

Recorded a dev commentary with insights from development too, at https://www.twitch.tv/videos/1847401694

Main changes from previous big version:
-Gravity Station rework
-Quick travel room after beating ending B or further for easier backtracking
-Checkpoint on final boss
-Plenty of QOL changes
-Red coins now have a (small) point
(For a more elaborate changelog read the itch.io Update pages and the patchnotes.txt included with each version of the game)

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[8] Likes
Rating: N/A       Difficulty: N/A
Mar 14, 2023

35 Reviews:

Faucet
I played this game about 6 months ago, and at the time I thought of this as my favorite fangame. I wanted to make a really long and detailed review, which unfortunately was never finished. At this point I’m not as enthusiastic about this game as I was back then, mainly because of Crimson Needle 2.5, although I do still think that it's in my top 3 favorite fangames. Still, I don’t have the motivation to finish the review, and I do think that the review at its current state is good enough and talks about most of the content. I’ll leave the review below, read it if you want to.

This is the best fangame (not anymore) I have ever played. The atmosphere is incredible, the gameplay is incredible, but probably my favorite thing about this game is the way the progression is handled. This will be my longest review, and there's going to be major spoilers, since I will try to talk about nearly everything in the game.


Part 1: Surface Level

When you start the game, you find yourself in an exposition about bonk jumps. Before the main expo hall, you will find a tutorial. It's a single screen that's very easy for anyone to complete. However, after you beat the tutorial, if you go back, there will be a different screen. There's about 10 different screens, and if you beat all of them, you will get a red coin (I will talk about those later). I think the tutorial is pretty cool, but if you go through all of them before entering the expo halls, it kinda makes the introductions in the expo halls useless.

Anyway, the next room is Expo Hall #1, which will work as the main hub of the game. There are 6 doors leading to rooms containing different blocks, which do something special if you bonk on them. The glass blocks break, the arrow blocks start moving, the gravity blocks flip your gravity, the nuclear blocks make you invincible for a short time, the dumbbell blocks kill you, and the slime blocks make you go through them.

You can also go to Expo Hall #2, even though it's too dark to see anything for now. If you go through Expo Hall #2, you can see the exit, which is blocked off. That's pretty much all there is on the surface level, which shows how big of a feature secrets are in this game.

Part 2: Main Game

It shouldn't take long to notice that each of the block rooms lead to a full stage featuring the block. They are kinda hidden, but I never had to think longer than a minute for any of the stage entrances.

The glass block stage has screens where you have to destroy all glass blocks on the screen before a timer runs out. I thought that this was a pretty fun stage, especially the last screen where all of the glass blocks are of a different size, and they're stacked inside the slightly larger one. Every time you destroy a glass block here, you unlock more of the screen. I thought that this was a very clever screen, and I really liked it. There is also a boss at the end of the stage. It's a huge stack of glass blocks, and you have to destroy all of them. I liked the idea here, and the boss was pretty fun, but overall the bosses were probably the weakest aspect of this game.

The arrow block stage was vastly different. In the middle of the second screen, all blocks suddenly lose their collision, and you will fall into the pit below. This is a nice surprise, and far from the last surprise in the game. Once you walk further in the pit, you will find the most iconic character of the game, O. You have to go through a lot of dialogue, and convince them to not eat you. If you succeed, you will instead become friends with them. From now on, you can go back and ask O for help if you're stuck, even though they won't help you with some of the deeper stuff in the game.

The gravity block stage has you running through space with speed fields while being chased by lasers. This was one of my least favorite stages, but it was still really fun. It just wasn't as incredible as the other stages. I also liked how half of the screens were fast paced gameplay, and half of them were slow puzzle solving with the teleportation field gimmick.

The nuclear block stage is pretty interesting. While you're invincible, you still have to avoid water, since it removes your invincibility. This stage is pretty puzzle heavy, and there's some clever gameplay with this gimmick.

The dumbbell block stage was very different from the others. Instead of having a stage based on the block, it's only a small part of this stage. This stage is a gym, where you can practice different skills. You can practice mashing, needle, avoidance, and the dumbbell blocks. After doing one repeat of a skill, a value will grow. Growing all values will make a block taller, and you have to grow them enough to reach a ledge from the block. After that, there is a final save testing all of the skills you practiced. This was a super fun stage, and one of my favorites from the main game.

The slime block stage is the most atmospheric one. It has pipelines that you have to explore in order to progress in the stage. It's very easy to get lost and confused here, and it's often a bit hard to tell where you're supposed to go. Also the slime blocks are rather janky, since the exact angle you enter them is very important. I liked this stage a lot though, and I thought that the confusion and jankiness fits well with the atmosphere.

After beating all of the stages, you will see an entrance at the ceiling of Expo Hall #1, which leads to the Observatory. At first it seems inaccessible, but with the help of the different blocks, you will be able to make your way to the top. In the Observatory, you will see a pretty urban scenery, and after exploring a bit, you will find O. You can talk to them, and they will talk about their past. If you go past them, you can drop down from a hole, and find yourself past the stuff that was blocking the exit. However, the floor crumbles, and you won't be able to exit the exposition. This gives you Ending A. At this point I had around 2 hours of play time, and at the end of the playthrough I had over 13 hours.

Part 3: B-Sides and the final stage

After getting Ending A, there will be a lot of new stuff in the exposition. Firstly, Expo Hall #2 is now lightened up (I don't actually know when it becomes lightened up, but for me it was at this point). It will just show which red coins you have collected, but I will talk about those later. There is now a hole in the floor of Expo Hall #1. The hole leads to a room which connects four other rooms: Expo Hall #1 which you came from, Museum, which is locked for now, Expo Hall #-1, which is an endless corridor leading to different Expo Halls numbered from 1 to 26. They are all just a continuation of Expo Hall #-1 though. Lastly, you can access R&D, which is the room you fall into after getting Ending A. In this room, there is a monitor that suggests that there are some keycards you have to collect for each block.

If you look more closely at the exit rooms of each main game stage, you might notice that you can actually keep going, since after getting Ending A, various blocks appear in the rooms to help you progress. These are the B-Sides. Most of the B-Sides are pretty easy to find, but in the glass block stage and the slime block stage it was rather challenging. The stages themselves were mostly quite a lot better, but also a lot harder. These stages introduce combination blocks, which as you’d expect, are combinations of the different blocks in the game.

The glass block B-Side was quite challenging to reach. You can go above the top of the A-Side to see a cryptic screen and the top of the B-side. You have to use a gravity block to go all the way through A-side with flipped gravity. It is a lot easier than going through it normally though. After you reach the bottom of the A-Side, you can go through the platforms to reach the bottom of the B-Side. This stage has similar screens to the A-Side screens, but here you have very little time at the beginning, and get more as you break the glass blocks. This stage introduces our first combination block, the glass-gravity block. They basically work like single use gravity blocks. The boss also uses these blocks instead of the regular glass blocks, which makes it more challenging, since you can’t bonk it constantly because you have to go to the other side of the screen to bonk again. This was a very fun stage with lots of satisfying gameplay. After beating the stage, you get a keycard which goes to the R&D room.

The arrow block B-Side is actually just the full stage if you don’t fall into O’s pit. After getting ending A, there will be a tall stack of slime blocks allowing you to climb back and continue the stage. Instead of actually using combination blocks, the stage just uses both arrow blocks and slime blocks. There’s some well done puzzles and really clever gameplay here. I especially liked the screen where an arrow block is moving in a pool of slime blocks, and you have to land on the arrow block, but the slime blocks force you to jump again immediately. I feel like I enjoyed the glass block B-Side a bit more, but this was an amazing stage too.

The gravity block B-Side entrance is pretty straightforward. You just have to use a gravity block and an arrow block to get across a big gap. The combination block for this stage is the arrow-gravity block. Conveniently, this block is very fitting for both fast paced gameplay and slower puzzle solving. There isn’t much to say about this stage. It’s basically like the A-Side but the quality of the gameplay is overall improved, and it uses the arrow-gravity blocks, which fit perfectly for this stage. At the end of the stage, you will be chased by a meteor. You have to use vertical arrow blocks to keep it away. There isn’t that much to say about the chase though. Overall this stage is another incredible B-Side, which improves the A-Side in every single way.

The nuclear block B-Side entrance is very straightforward too. You just have to use an arrow block to get across a pool of toxic water. This is definitely my favorite B-Side. There are so many ideas here. Instead of introducing one combination block, it introduces three. One of them is the nuclear-dumbbell block, which gives you more time for the invincibility from the nuclear blocks, but since it’s a dumbbell block, you can only use it to get more time. Another combination block is the arrow-nuclear block. It maintains your invincibility until it touches a wall. There’s some incredibly clever level design with this, where you have to make sure that it doesn’t touch a wall. The last combination block is the arrow-dumbbell block, which is just so clever. You normally can’t bonk it since it’s a dumbbell block, but if you get invincibility from a nuclear block, you can use it for a short period of time. There’s also another new gimmick, where you have to take enough food for O to be satisfied and not eat you when you move to the next screen. I also like how this stage changes the way it looks in the middle of the stage, and it just becomes a disco. This is just such a cool stage, but I need to talk about the other stages too, so I should stop rambling about this stage.

The dumbbell block B-Side is definitely the weakest B-Stage in the game. There is another gym, but there’s only two things you can practice: needle and avoidance while mashing. However, you only get a red coin for practicing these (once again, I will talk about those later). There is an entrance to the final challenge of the gym, with signs warning you that you only get one attempt on the challenge, and that the result will have permanent consequences. After the challenge, regardless of the result, you beat the stage. I panicked and failed the first jump. I got a certificate on the wall of Expo Hall #1 that reads “Certified bad at overall bonking”. It’s really funny how it doesn’t have any serious consequences, but it will be mocking you on the wall for the rest of the game.

The slime block B-Side entrance is one of the hardest ones. There is a nuclear block at the end of the A-Side, and you have to bonk it, go back down, and get through some spikes guarding the entrance. The B-Side is even more dark and atmospheric. There isn’t much new stuff here, but the gameplay is a lot harder than in the A-Side. There isn’t that much to say about the gameplay, but the atmosphere is really cool in this stage. It really feels like you’re in one of the deepest parts of the exposition. However, at the end of the stage is my biggest issue with this game: the mechanical crab boss. There is a tall stack of slime blocks that you have to use in order to stay in the air. Hitting the enemy is really hard, since the hitboxes are so small, and the fight drags on for way too long. This boss isn’t really bad, but it’s way too hard for no reason. You can find a secret in the stage that activates platforms, making the boss easier, but it’s still harder than anything else in the game. It does feel rewarding to finally defeat the boss though.

After beating all B-Sides, a door in the R&D room has opened. If you proceed, you will come across O, who tells you to turn back, because they don’t want to be left alone in the exposition. If you keep going, you will get to the final stage, which is made by O as an attempt to stop you (or that’s at least what I assume). This stage features all of the blocks and most of the combination blocks. It’s easily the hardest stage in the game, since the saves are really long and there’s a lot you need to memorize in them. The core gimmick of the stage is being able to switch between the blocks. There’s stuff like flying with the arrow-gravity blocks, and switching between the horizontal ones and the vertical ones. There’s also a part where you have to move an arrow block forward, but occasionally change it to a nuclear block to avoid a laser. The gameplay is very cool in this stage, and there’s tons of amazing ideas here.

Once you reach the end of the final stage, you will encounter O again. They are the final boss of the game. In this boss, there is a block in the middle of the screen, and you can switch it to any of the main blocks. You need to utilize them to survive most of the attacks. You can also survive some of the attacks without the blocks, but you can deal additional damage if you figure out how to use a block for your advantage. For example in one attack you can reflect the attacks with the gravity block. This is a really cool idea for a final boss, and it’s refreshing to have a final boss where you actually have to think about what you could do to survive the attacks and deal damage. There is also a second phase, but there’s not much to say about it. It’s pretty much the same, except some of the blocks are now combination blocks. They either make the attacks easier or harder. After the boss, you come across a short tunnel, where you find a walkie talkie. After going through the tunnel, you escape the exposition and get Ending B.

Part 4: Deeper Secrets And Endings

After getting Ending B, a door appears in Expo Hall #1, that leads to a room where you can access any of the rooms in the stages. This is great for finding the secrets, and it makes everything that’s left in the game a lot more enjoyable to find. At this point you have seen most of the content in the game, but there is still quite a lot of cool stuff. Also this is the point where O stops giving you hints (the game just assumes that you’re trying to get Ending B), so you have to find everything on your own. This makes the secrets feel a lot more like secrets, and it’s really rewarding once you find something completely irrelevant to getting endings A and B. This might be my favorite part of the game, since it makes the exposition feel so vast when it really isn’t that big.

The first major secret I’m going to be talking about starts in the glass block stage. Remember that cryptic screen I mentioned? There is a set of glass block stacks, which all have a different amount of glass blocks in them. I actually found this before getting Ending B, and immediately knew what I had to do with it. You have to put the numbers of the glass blocks down and follow those numbers in Expo Hall #-1. A door will appear, which leads to a really dark room called “Old Expo Hall”.

The Old Expo Hall introduces two new blocks. There aren’t any stages based around those blocks, but the expo rooms are a little more challenging. The first one is the EZ block. When you bonk on them, they move you to the edge of the block, making the bonk jump slightly easier. The expo room makes you do basic bonk jumps and puts a huge EZ block at the end, making you have to bonk on it to reach the other side. The second introduced block is the second place block. When you bonk on them, it makes another second place block appear next to the block you would be standing on in a bonk jump. This can be easily abused to build bridges with those blocks. You have to do exactly that in order to reach the end of the expo room.

In both of the expo rooms you get a piece of lore about the blocks. The reason why they are in the old expo hall is because they were abandoned for being useless or dangerous.

(This is where I discontinued the review)

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[1] Like
Rating: 10.0 100       Difficulty: 66 66
May 13, 2025
Jopagu
BONK is a very exceptional fangame, an incredible experience that feels really one of a kind. It is proudly inspired by Manor, and yet it deviates from that in important ways.

At its core, BONK is a needleventure game. The stages each have a gimmick of their own (later on mixing gimimcks), and are focused on platforming. However, the platforming rarely relies on precision, instead relying on figuring out what to do and flowy execution. This creates saves that are really fun from beginning to end.

The game also has several bosses, which are all quite creative and fun. Each boss feels different from the others, and they all are pretty memorable, from the meteor chase to the crab. Of course, I would be remiss if I didn't praise the final boss. It's one of the best fangame bosses I've played, with an emphasis on discovery and player creativity to figure out solutions. That being said, I felt the water attack was significantly harder than the rest.

For a lot of people, the core of the game will be the secret hunting. There are multiple layers of secrets across the game - the main ones being the red coins and the combo stages. The red coins tend to be pretty simple to get, more like bonus collectibles that you would see in Mario or something like that. However, they still require some thought, and create a feeling of adventure as you seek out hidden nooks and crannies. Another layer of secrets requires solving riddles. I thought these were super cool, and I had a blast finding all of them. I managed to stumble onto another layer of secrets that seem to be really buried; I look forward to doing another playthrough some day to find these.

Overall, this game is truly incredible, especially for a debut. It's perfect at the macro level, with only a few gripes at a smaller scale. I would highly recommend this to anyone who's an adventure fan, and if you like exploratory games this is easily a must play.

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Tagged as: Adventure Needle Gimmick Boss Secrets Puzzle
[1] Like
Rating: 9.8 98       Difficulty: 59 59
Mar 24, 2024
Nick24
Neat game. I don't really like more-than-usually uncontrollable gimmicks (for example "water"), but it was fine based on any%.

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Tagged as: Adventure Needle Gimmick
[1] Like
Rating: 8.5 85       Difficulty: 60 60
Dec 9, 2023
jeyff
This game is incredible.

Super great atmosphere, music, story, and most of all, gimmicks. The gimmicks in this game blew my mind. The base stages themselves were already great, but then there was more of them which mixed together gimmicks that I couldn't even begin to imagine could be combined. You managed to make a gimmick that just straight up kills you when you bonk enjoyable. Great stuff.

The only parts of the game I didn't enjoy that much were the robot crab thingy boss and the gravity block alternate stage (or "harder" stage, I dunno what to call it, but its got the red doors), however I'm pretty sure me complaining about them is just a skill issue.

All around incredible game, and will likely be doing 100% and getting all the endings some time in the near future. Thanks for making this, what a great first major title.

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[1] Like
Rating: 9.5 95       Difficulty: 63 63
Mar 26, 2023
Peddy
Great adventure game. The gimmicks fits perfectly and they are even more fun when combined together.

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Tagged as: Adventure Gimmick
[1] Like
Rating: 9.6 96       Difficulty: 60 60
Mar 25, 2023