
Square off against evil rhombi in this level-based microvania bullet-filled platformer. Find secrets passageways, unlock new weapons, dodge waves of enemies all in search of your beloved pet bot. Jump, barf, die, repeat.
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About
Tight controls: old school movement of the tightest kind.
Shhhh, don't tell.
Easy ammo swapping mechanism.
It's ok, you have unlimited lives....unless you don't.
Features
Tight controls: old school movement of the tightest kind. It's true because I also said it up there.
Immediate gameplay: no long-winded story about fallen heroes and world-ending catastrophes, just straight to fun.
Full keyboard and mouse support, no gamepad required! (though it works quite nicely with a gamepad).
Single session play-through: tired of games that never end? This one can be finished in one sitting....maybe.
Hidden secrets: they wouldn't be secrets if they weren't hidden
Customizable music: find all of the music notes in each level to unlock new instruments and toggle them on and off to your liking.
Upgradeable artillery: vomit the full spectrum of the rainbow and then some.
Instant respawn for maximum frustration fun.
Separate Roguelike mode: just trying to keep up with the times!
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English
Reviews
I had never played a platformer aside from Fireboy and Watergirl. I can confidently say this absolute masterpiece has instilled in me a love for platformers and a newfound appreciation for game developers with unimaginable levels of talent. The music: 10/10 The storyline: 15/10 The creative weaponry: 20/10 The feeling when you beat a level you've been frames away from beating on hard mode: infinity/10 From the gauntlet to the exciting storymode to how fluid and interactive this game consistently feels, thank you. Thank you Mr Donuts, for showing the world the results of your effort, talent, and incredible attention to detail.
Very fun game with hidden secrets that you can discover. Has epic boss fights. Havent played undertale but reminds me of those clips with many projectiles that you need to avoid. 100% would recommend
Having played all of the demo and more of the gauntlet (which i find the most fun), this is a nice, quirky little game. Precise movement feels like you are always in control, and a nice game to try speedrunning, all with some nice beats in the background. Looking forward to any updates or future games.
Amazing game. Movement feels very smooth. Creative solutions are needed to pass through each level, and a combination of weapons allow various play style catered towards each player. An absolute steal for the price. I only wished it'd been longer. The only slight issue is the lack of tutorials. However, if the players just look at the settings page, everything becomes trivial. Music: 100/10 Gameplay: 9/10 Graphics: 10/10 Storyline: 10/10
Barfbot, created by bSoftGames, is a compact indie platformer that builds its identity around a deliberately bizarre concept while delivering a surprisingly disciplined gameplay experience underneath. At a glance, the idea of a robot attacking by spewing projectiles might come across as purely comedic, but the game quickly establishes itself as a skill-driven action platformer that values precision, timing, and adaptability. It wastes little time easing the player in, instead throwing them directly into tightly designed levels that demand immediate attention and control. The gameplay blends traditional platforming with elements of projectile-based combat, creating a hybrid experience that constantly asks players to balance movement and offense. Navigating hazards requires careful jumps and positioning, while enemies often force players to react quickly with well-aimed attacks. The controls are sharp and responsive, which is essential given the game’s reliance on accuracy and split-second decisions. Death comes quickly and often, but the instant respawn system ensures that failure never feels overly punishing. Instead, it reinforces a loop of rapid trial and error, where each attempt brings a slightly better understanding of the level’s layout and challenges. Combat is given additional depth through a variety of unlockable weapons that alter how the player approaches different situations. Each weapon introduces new firing patterns or effects, encouraging experimentation rather than sticking to a single strategy. This variety helps keep encounters from feeling completely repetitive, especially as enemy formations become more demanding and layered. In certain moments, the game leans into a near bullet-hell style of design, requiring players to weave through projectiles while maintaining offensive pressure. These segments highlight the game’s strongest qualities, where movement and combat merge into a cohesive and engaging rhythm. Beyond its core mechanics, Barfbot incorporates light exploration elements that reward curiosity. Levels often hide secrets, upgrades, and collectibles that are not immediately visible, encouraging players to deviate from the main path. One of the more creative touches is the inclusion of collectible sound elements that allow players to influence the game’s music, adding a subtle layer of personalization. While these features are not central to the gameplay, they provide a welcome sense of discovery and give players additional reasons to revisit levels beyond simply completing them. Visually, the game adopts a minimalist pixel-art style that focuses on readability over detail. The environments and characters are simple but clear, ensuring that players can quickly interpret threats and navigate complex sections without confusion. Although the presentation does not aim for visual grandeur, it maintains a consistent and quirky tone that matches the game’s unusual premise. The color palette and animations contribute to a slightly offbeat charm, even if the overall aesthetic can feel repetitive during longer play sessions. The pacing of Barfbot is one of its defining traits. The game is structured to be relatively short, with a design that allows for completion in a limited number of sittings. This makes it well-suited for players who prefer concise experiences that can be revisited for improvement or mastery. Replayability is supported through hidden content, weapon experimentation, and a separate roguelike-style mode that introduces more unpredictability. However, the overall amount of content remains modest, and players looking for a more expansive or evolving experience may find it lacking in the long run. There are also some limitations that become more apparent over time. The difficulty, while fair, can be demanding, especially for those unfamiliar with precision platformers. The reliance on repetition as a learning tool may not appeal to everyone, and the gameplay loop, though solid, does not undergo significant transformation as the game progresses. These factors can make the experience feel somewhat one-dimensional after extended play, despite its strong mechanical foundation. Ultimately, Barfbot stands out as a focused and confidently designed indie project that succeeds in delivering tight, responsive gameplay within a small but cohesive package. Its unusual concept gives it personality, but it is the underlying mechanics that carry the experience. While it does not offer the depth or scale of larger titles in the genre, it provides a satisfying challenge for players who appreciate precision and fast-paced action. It is best enjoyed in short bursts or by those willing to engage with its systems on a deeper level, where its design strengths become more apparent. Rating: 7/10
Good
Super fun platforming game. Similar to super meat boy and the end is nigh.
Unfortunately i can't recommend Barfbot. It starts out strong and the first two levels are great but then each following level becomes less and less fun to play. There a quite a few rooms that are just frustrating because some projectiles from enemies feel random and are so fast you can barely react in time, so it becomes a game of luck instead of skill. The game also lacks some basic explanations. For example there are terms like death coupons and effective deaths which are never explained to the player. There are also some questionable design choices like that you can't jump while the thumbstick is pointing downwards. So if you want to jump left or right and your stick is pointing just slightly diagonally downwards, your character will not jump at all. Also if you want to remap a button you have to remap the entire controller every single time. Additionally i had a persistent bug that made precision aiming way harder than it should be. There is a button to not move while aiming. When i pressed that, i still could move to the right but not in any other direction meaning i can't precision aim to the right side at all. After i got softlocked due to a faulty respawn in level 5 i decided to stop playing which is a shame since the movement is quite fun and i really like the idea that collectibles add instruments to the music. Maybe if the dev decided to patch out some of the frustrations i will come back but in the current state i can't bring myself to continue
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Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
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