đŁđ§ WELCOME TO THE QUIET KIND OF DESTRUCTION
ZomBlast feels like someone took a zombie apocalypse and removed the loud hero speeches, the endless ammo fantasies, and the ârun forward and hopeâ energy⌠then replaced it with a single idea: think first, explode second. On Kiz10, this is not a classic zombie shooter. Itâs a physics puzzle game with a wicked grin, where your weapon isnât a rifle, itâs placement. A grenade set one tile too far becomes a sad little pop. A grenade placed perfectly becomes a cinematic blast that throws the whole scene into chaos and somehow solves everything at once. And when it works, you donât just feel powerful. You feel clever, like you outsmarted the undead using geometry and spite.
The levels are short, but they donât play small. Each one is basically a tiny stage set, full of hazards, objects, and zombies standing around like they own the place. Your job is to prove they donât. You study the layout, you notice where the zombies are grouped, you spot what can amplify damage, and you start asking the most important question: how do I clear all of this using the least messy plan possible?
đ§ đĽ ONE GRENADE CAN BE A SOLUTION OR A MISTAKE WITH CONFIDENCE
What makes ZomBlast so addictive is that it turns your first instinct into a trap. Your instinct says âthrow it near the zombie.â The game says âcool idea, now do it again but smarter.â Because distance, angles, barriers, and objects matter. Sometimes the nearest grenade is the worst grenade. Sometimes the best grenade is placed where it looks useless, because itâs not meant to hit the zombie directly, itâs meant to hit the thing that hits the zombie. Thatâs the mindset shift, and itâs the whole game.
Youâll notice it quickly. A zombie behind cover looks safe until you realize you can bounce a blast off the environment. A group of zombies looks scary until you realize one good chain reaction can clear the entire cluster like a magic trick. And you start getting that puzzle-game itch, the one that whispers: there is a clean solution here, you just havenât seen it yet.
đ§ąđ§¨ THE ENVIRONMENT IS YOUR SECOND WEAPON
ZomBlast doesnât just give you enemies, it gives you a playground full of âexplode meâ opportunities. Objects arenât decoration. Theyâre tools. Theyâre multipliers. Theyâre the difference between a weak blast and a perfect level-clearing chain. Sometimes youâll use the environment to funnel the blast. Sometimes youâll use it to trigger secondary impacts. Sometimes youâll use it simply to extend your reach, because the zombie you need is standing just out of range like itâs teasing you.
This is where the game feels almost like a demolition puzzle. Youâre not only aiming for damage, youâre aiming for outcomes. Knock that thing into that thing. Trigger this reaction before that one. Clear the left side first so the right side becomes easy. Itâs strangely satisfying because itâs not random. When you fail, you usually know why. You didnât account for spacing. You placed too close, too far, or at the wrong angle. You ignored a helpful object. You got impatient. ZomBlast loves impatience. It eats it like popcorn. đ
đŻđ§ TARGET PRIORITY IS A REAL THING EVEN IN A PUZZLE
Hereâs a funny surprise: youâll start thinking like a tactical player even though youâre basically setting bombs in a puzzle box. Certain zombies are âeasy clearsâ and others are annoying, placed in awkward spots, split from the group, shielded by layout. If you solve the annoying one first, the rest often collapses into a simpler chain. If you ignore the annoying one, you might clear most of the level and still lose because one zombie survives like a stubborn stain.
So you start reading levels differently. You stop staring at the biggest group and start hunting the hardest survivor. You ask yourself, which zombie will be the last problem? Then you plan backwards. Thatâs when the game clicks. Thatâs when you stop throwing grenades and start designing explosions.
đđŁ THE âALMOST PERFECTâ PROBLEM
ZomBlast is full of those painful, hilarious moments where your plan is 90% genius and 10% disaster. You place the grenade, it detonates, a chain reaction starts, zombies fly, objects crash, everything looks beautiful⌠and then one zombie survives because it was standing a little too far away, like it had an appointment. Thatâs when you restart instantly. Not because youâre angry. Because your brain canât accept an almost-solution. Your brain wants the clean finish. The tidy wipe. The perfect blast that clears the board in one satisfying sweep.
And once youâve experienced a perfect clear, you start chasing that feeling on every level. Youâll replay a level you already beat just to beat it better. Thatâs how ZomBlast gets you. Itâs not only about completing levels, itâs about earning a win that feels stylish.
đ§ŠđĽ RHYTHM OF PLAY: LOOK, PAUSE, PLACE, THEN WATCH THE CHAOS
This game has a great pacing loop. You spend a moment in quiet analysis, just scanning the scene. Then you place your grenade, and suddenly everything is loud in your head, even if the game itself is simple. You watch the blast, you watch what moves, you see what didnât move, and you learn. Every explosion teaches you how the level âwantsâ to be solved. Sometimes the first attempt is basically reconnaissance. Youâre testing. Youâre measuring. Youâre figuring out how far the blast reaches, how objects react, how the chain behaves.
Then the second attempt is the real one. The confident one. The one where you place the grenade with that âI know exactly what will happenâ attitude. And when your prediction is correct, it feels incredible. When itâs wrong, it feels funny because you were so sure. That mix of confidence and surprise is exactly what makes physics puzzle games replayable.
đ§ đĄ LITTLE TRICKS THAT MAKE YOU FEEL SMART FAST
If you want to improve quickly, the best habit is to stop thinking of grenades as weapons and start thinking of them as triggers. Ask yourself what else can be triggered in the scene. What can be knocked. What can be set off. What can be used to extend damage. Then, before placing anything, look for the zombie that is hardest to reach and plan around that one first. It sounds small, but it changes everything.
Also, donât chase the most obvious blast spot. Obvious spots often waste potential. The best placements in ZomBlast are usually the ones that create motion, not just damage. Motion is what makes chain reactions happen. Motion is how you reach the annoying survivors. Motion is how you turn one explosion into a full level solution.
đđ§ WHY ZOMBLAST FEELS PERFECT ON KIZ10
ZomBlast fits Kiz10 because itâs fast to understand, satisfying to play, and it respects your time while still testing your brain. You can jump in for a few levels and feel that quick puzzle satisfaction, or you can keep going because your mind keeps saying âI can solve this cleaner.â Itâs a zombie game without the usual noise, a bomb game without mindless spam, and a puzzle game that rewards planning in a way that feels explosive and fun.
If you like physics puzzles, grenade chain reactions, and zombie games where your best weapon is your brain, ZomBlast is the kind of Kiz10 experience that turns a small click into a big, satisfying boom. đŁâ¨đ§