In Chase Dr. Blaze, a two-dimensional platformer from ClockStone STUDIO, players assume the role of a determined fox whose companion, a jellyfish named Bubble, has been abducted by the antagonist, Dr. Blaze. The core objective is a straightforward rescue, executed across dozens of levels that serve as obstacle courses. The primary method of progression involves collecting scattered jelly candies, which are strategically placed to guide the player through increasingly complex environmental puzzles. The game establishes its central conflict immediately, framing the platforming challenges within a clear narrative context of pursuit and recovery.
The gameplay is built upon a unique and consistent physical rule: the fox character is perpetually in motion, rolling forward within a large, transparent ball. This creates a physics-based movement system where player input is limited to timing jumps via screen taps. The environment is filled with interactive objects designed to manipulate this momentum, including cannons that launch the ball, rotating wheels that alter its path, and moving platforms that provide essential traversal routes. This simplicity of control is contrasted by intricate level design that introduces hazards like spikes, crushing mechanisms, and gaps that require precise jump timing to avoid. The challenge stems not from complex commands, but from mastering the inertia and physics of the rolling ball.
A three-star rating system provides structured replayability for each level. The first star is awarded for basic completion. The second requires the player to collect every jelly candy present in the stage, encouraging thorough exploration. The third star introduces a performance-based condition, typically demanding either a fast completion time or a specific, limited number of jumps, which tests optimized route planning and execution. This tiered reward system effectively caters to both casual players and completionists.
The game employs a polished 2D visual style with a bright, colorful aesthetic that clearly defines interactive elements, backgrounds, and characters. The art direction supports the gameplay by ensuring visual clarity amidst the physics-based chaos. The control scheme is explicitly designed for touch interfaces, with the one-tap jump mechanic proving highly responsive, making it suitable for quick play sessions. The narrative, delivered through brief sequences and character design, adds a layer of charm without interrupting the flow of the platforming, featuring a cast of distinctive characters that populate the world.
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