There are many 2D platformers on the market today, but few stand out quite like Super Catboy. The name alone is memorable and the concept of having a mutated, combo-punching, minecart-riding cat as a playable character adds to its charm. Catboy himself feels like something right out of the 16-bit era and he’s joined by his sidekick Weapongirl who enjoys guns while he prefers fisticuffs. The platforming action has a very tight feel to it with the combat being snappy as well.
The multi-hit combo feels like something out of a belt-scrolling brawler and deals out a nice amount of damage, but doesn’t do much against some of the gun-toting foes. That’s where Catboy’s agility comes into play because he can not only do wall jumps, but he can do a diagonal jump kick that sends him crashing down towards foes and neutralizes their distance advantage pretty quickly. It’s a great technique and one that keeps the flow of the action going.
Gameplay flow is something that a lot of platformers struggle with unless they’re aiming to directly take inspiration from the Donkey Kong Country series. We have seen titles like Marsupilami, Tooki Trouble, Jet Kave Adventure, and especially Kaze and the Wild Masks go for that kind of vibe – but none of them had the emphasis on combat that Catboy does. It’s very much a combat-first game, but platforming is also a crucial part of it because if you fail a jump, you’ll go back to a checkpoint and those aren’t as generous as they are in things like the DKC Returns games.
There is a fair challenge offered up and even early on, you can expect to die a time or two due to how precise your platforming needs to be when combined with the combat. It’s not a frustrating thing though and getting better is
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