Game review

Complements

8 / 10

Developer
Frank Force (KilledByAPixel)
Publisher
Frank Force (KilledByAPixel)
Released
1 January 2026
Platforms
Web browser (desktop and mobile)
Genre
Puzzle / Bubble Shooter
Monetisation
Free, open source, no ads and no in-game purchases
Players
Single-player only

The short version

Complements takes the bubble-shooter shape everyone already knows and changes the one rule that matters: gems clear when they touch their color complement, not a copy of themselves, which turns "shoot the matching color" into a genuine bit of color-wheel thinking every throw. Holding a shot before releasing grows the gem for a bigger, more disruptive play, and both the quick tap and the held charge were confirmed working correctly with real touch input on a phone and with a mouse on desktop. It's a small, free puzzle game that found an actual idea and built cleanly around it.

Biggest strengths

  • The complementary-color matching rule (not same-color) is a real twist that changes the read on every shot — a gem that looks like a "safe" match at a glance often isn't, and that tension doesn't wear off after a few rounds the way a straight clone would
  • Holding before releasing grows the gem, confirmed directly on a simulated phone — the launch arrow turns green and a visible charge ring grows around the gem while held, giving a real risk/reward choice between a small precise shot and a bigger disruptive one
  • Both the quick-tap shot and the held charge shot were confirmed working with real touch input on a phone and with mouse clicks on desktop, across repeated shots each time, with zero console errors, zero page errors and zero failed requests

Biggest weaknesses

  • The bubble-shooter shape itself is familiar, and the complementary-color rule is the one idea carrying the whole game — there's no second system layered on top of it
  • A short session game by design; the difficulty ramps within a single sitting rather than building toward any longer-term progression
  • Presentation is functional rather than distinctive — solid neon-glow circles on black, with little beyond the color-matching hook to make a screenshot stand out

Who it's for: Puzzle players who want something with a genuine mechanical hook, in five-minute sessions, on any device

Our recommendation: Worth playing — the complementary-color twist holds up longer than a straight match-3-in-a-bubble-shooter clone would

8 / 10

Bubble shooters live and die on one decision repeated hundreds of times: which color do I aim at. Complements changes what "which color" means. Instead of matching a gem to an identical one, gems clear when they touch their complement on the color wheel — red pairs with green, orange with blue, yellow with purple, black with white — which means the obviously-matching cluster of same-colored gems sitting in front of you is usually a trap, not a target. That single rule swap is doing real work: it forces a moment of actual color-wheel thinking on every shot rather than pattern-matching identical circles, and it doesn't stop mattering once the novelty wears off the way a straight clone's gimmick usually does.

A charge mechanic that actually shows up on touch

The other system worth calling out is the hold-to-charge shot: holding down before releasing grows the gem, trading precision for a bigger, more disruptive piece that can clear more of the board at once. That was tested directly on a simulated phone with a real touch-and-hold — the launch arrow turns green and a visible ring grows around the charging gem while the finger stays down, then fires on release. It's a small piece of design, but it's exactly the kind of thing that's easy to get wrong on a touchscreen (a held gesture that needs continuous contact tracked correctly) and it worked cleanly on the first attempt, with the same reliability on desktop with a held mouse click.

The rest of the control scheme is about as simple as this shelf ever asks for: tap or click anywhere to aim and fire in that direction, using LittleJS's ordinary touch-to-mouse handling rather than a virtual gamepad overlay. Repeated shots on both a phone and a desktop browser changed the board state every time, with zero console errors, zero page errors and zero failed network requests across every test run.

What's here, and what isn't

Four difficulty levels change the starting piece count (20 through 80) rather than introducing new mechanics, which is an honest way to extend a short session without pretending there's more game than there is. That's really the whole shape of Complements: one good idea, cleanly executed, without a second system bolted on to pad it out. The presentation matches that scope — clean glowing circles against black, readable at phone size, with nothing beyond the color-matching hook itself doing the visual heavy lifting.

Verdict

Complements is a small free puzzle game that earns its place by having an actual idea and building a clean, fully touch-functional interface around it. The complementary-color rule is a genuine twist rather than a reskin, the charge mechanic works exactly as well on a phone as it does with a mouse, and there's nothing rough in the execution to work around. It won't fill a long session, but it's an easy recommendation for a five-minute one.

Pros and cons

Pros

  • The complementary-color matching rule (not same-color) is a real twist that changes the read on every shot — a gem that looks like a "safe" match at a glance often isn't, and that tension doesn't wear off after a few rounds the way a straight clone would
  • Holding before releasing grows the gem, confirmed directly on a simulated phone — the launch arrow turns green and a visible charge ring grows around the gem while held, giving a real risk/reward choice between a small precise shot and a bigger disruptive one
  • Both the quick-tap shot and the held charge shot were confirmed working with real touch input on a phone and with mouse clicks on desktop, across repeated shots each time, with zero console errors, zero page errors and zero failed requests
  • Four difficulty levels (Easy through Insane) give the same core loop real range without needing separate modes
  • Free, open source, and clean of analytics or any monetisation

Cons

  • The bubble-shooter shape itself is familiar, and the complementary-color rule is the one idea carrying the whole game — there's no second system layered on top of it
  • A short session game by design; the difficulty ramps within a single sitting rather than building toward any longer-term progression
  • Presentation is functional rather than distinctive — solid neon-glow circles on black, with little beyond the color-matching hook to make a screenshot stand out

Category scores

Category scores are the reviewer's read on each area. They inform the overall score but do not average into it — the number at the top of the page is a judgement, not a calculation.

  • Gameplay 8 / 10
  • Visuals 7.5 / 10
  • Performance 8.5 / 10
  • Originality 7 / 10
  • Replayability 7 / 10
  • Controls 9 / 10