
Super clown is back. Fight against Sorcerer and virus bosses and their army and try to find hidden stars
Modeled estimate, not a reported figure. How we estimate →
About
Super Clown is back. Now Super clown mission is to find stars in 16 different level. End of every level there is boss. 2 different boss. Green virus or Sorcerer depending on level. Bosses shoot bunnies. Kill boss enemies by jumping 3 times on to his head and after boss is death gate is disappeared and player can collect star to finish levels.
There is also other normal enemies like following slimes, walking zombies and running zombies. Also shooting cannons which shoot bunnies. Those all can be killed by jumping on to their head.
There is also traps like spikes and different platforms like jumping platforms, disappearing platforms and moving platforms. Falling from map will kill super clown and he need start from start point. Player can collect hearths to get more health. So can you be the hero super clown and beat all bosses and collect all stars.
17levels
- Different enemies: Following virus slimes, walking skeletons, running skeletons
Cannons which shoots bunnies
2 different bosses: Virus and Sorcerer who shoot bunnies
- Traps like spikes
- Steam achievements. Beat boss and unlock gate and collect star to get steam achievement
- Hearth which give more energy
- Jumping Platforms, Moving platforms, Switch platforms
- Falling from map will kill player
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English**languages with full audio support
Reviews
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Nice 3D platformer / adventure. Most maps are easy (with glitches), couple more difficult. Achievements, 100% / ~90min.
Когда тебе противостоят вирусы, скелеты и пушки, стреляющие кроликами, ожидаешь как минимум безумное приключение. На деле всё довольно примитивно: прыгай по платформам, топчи врагов и ищи звезду. Забавно, но быстро приедается.
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[h2] 🚮 Shovelware [/h2] [quote] [h3] ❗ALERTA: [url=https://pt.wikipedia.org/wiki/Shovelware]SHOVELWARE[/url][/h3] 🗑️ Shovelware são Jogos feitos rapidamente e sem cuidado, juntando assets/imagens com cola (e as vezes IA), sem testes e sem paixão, com o objetivo de inflar bundles e enganar jogadores. [/quote] O de sempre de [b]Cow Games/Falco tune[/b]. Um asset flip cheio de bugs Tão ruim, mas tão ruim, que removi o jogo permanentemente da minha biblioteca.
Tiene una premisa simple: un plataformas-aventura indie con estética llamativa, enemigos algo extraños, saltos, plataformas móviles, trampas, jefes y la búsqueda de estrellas para completar niveles. El concepto podría funcionar para una sesión casual, sobre todo considerando que hoy suele tener descuentos fuertes. Lo que me pareció decente: el estilo indie tiene su encanto, los diseños de enemigos, los jefes, la idea de recolectar estrellas al final de cada nivel — pueden dar algo de diversión, casi nostálgica de juegos clásicos de plataformas. Pero como jugador debo decir que la ejecución deja bastante que desear. Muchos niveles se sienten genéricos: saltos, trampas, enemigos repetidos... y a veces da la impresión de que estás atravesando un “plataformas barato”. Es difícil confiar en que recibirá correcciones, contenido adicional o soporte a largo plazo. En resumen: es un juego que podría animar una tarde ligera si buscas algo simple y barato, pero si esperas una experiencia pulida, variada o profunda — no lo recomiendo salvo que esté en oferta.
有成就 没中文 《超级小丑终极通牒》 故事: 超级小丑回来了。现在超级小丑的任务是在16个不同关卡中找到星星。每个关卡结尾都有一个Boss。根据关卡不同,有两种Boss:绿色病毒或巫师。Boss会发射兔子。通过跳上Boss头部3次来击杀Boss敌人,Boss死亡后门会消失,玩家可以收集星星来完成关卡。 还有其他普通敌人,如跟随的史莱姆、行走的僵尸和奔跑的僵尸。还有发射兔子的射击大炮。这些都可以通过跳上它们的头部来击杀。 还有尖刺等陷阱,以及不同的平台,如跳跃平台、消失平台和移动平台。从地图上掉落会杀死超级小丑,他需要从起点重新开始。玩家可以收集心形来获得更多生命值。那么,你能成为英雄超级小丑,击败所有Boss并收集所有星星吗? 特色: 17个关卡 不同敌人:跟随的病毒史莱姆、行走的骷髅、奔跑的骷髅 发射兔子的加农炮 2种不同的Boss:病毒和巫师,他们会发射兔子 尖刺等陷阱 Steam成就。击败Boss并解锁大门,收集星星以获得Steam成就 提供额外能量的心形 跳跃平台、移动平台、开关平台 从地图上掉落会杀死玩家
Super Clown Ultimatum is a small-scale 3D platformer that embraces straightforward mechanics, strange humor, and an intentionally uncomplicated progression system. Developed and published by Cow Games, it sends players through a series of obstacle-filled stages where reaching and collecting a star represents the primary goal. Rather than surrounding this concept with complicated upgrades or extensive storytelling, the game concentrates on jumping, avoiding hazards, defeating enemies, and surviving long enough to reach each level’s conclusion. Its simplicity makes it immediately approachable, although the limited variety eventually becomes one of its most noticeable weaknesses. The central gameplay loop is easy to understand. Players guide Super Clown across platforms while dealing with enemies and environmental dangers before confronting a boss. Defeating that boss removes the obstruction protecting the level’s star, allowing it to be collected and the stage to be completed. This creates a clear sequence of exploration, platforming, confrontation, and reward. There is little uncertainty about the objective, which benefits anyone who prefers platform games that get directly to the action instead of relying on lengthy tutorials or complicated progression systems. Combat is closely connected to movement because jumping serves as the primary way of eliminating ordinary enemies. Creatures such as slimes and undead opponents patrol or pursue the player, and landing on their heads defeats them. Cannons provide additional pressure by launching unusual bunny projectiles, forcing the player to pay attention to incoming attacks while navigating platforms. None of these mechanics are especially complicated, but combining enemies with difficult jumps can create situations where positioning becomes more important than the individual threats might initially suggest. The platforming itself introduces spikes, moving surfaces, jumping platforms, and platforms that disappear or change state. Falling from the environment results in death and another attempt, making accurate movement increasingly important. These hazards give the stages more substance than simply running toward the objective, particularly when several obstacles appear in succession. Restarting after a mistake can nevertheless become frustrating when a player fails near the end of a sequence. Health-related pickups provide some assistance against enemy damage, but they cannot compensate for every platforming mistake. Boss encounters provide the major obstacles separating players from their stars. The Virus and Sorcerer serve as the main boss types, and both can attack by launching bunny projectiles. Damage is inflicted by successfully jumping onto their heads multiple times. This keeps boss combat consistent with the rest of the game's movement-based design and avoids introducing an entirely different control system. Unfortunately, the small boss roster also contributes heavily to repetition. After learning the basic patterns, later encounters can feel more like variations of something already completed than genuinely new challenges. Collecting stars gives the adventure an understandable sense of progression, while achievements provide another incentive for players interested in completing objectives thoroughly. Boss victories, gates, and collected stars are incorporated into this achievement structure. The game therefore has some appeal for completion-oriented players who enjoy clearing compact stages and seeing measurable progress. It does not overwhelm the player with side activities, currencies, crafting, equipment, or elaborate character statistics, which helps preserve its arcade-like character. Presentation is memorable primarily because of how unusual its collection of ideas can be. Clowns, viruses, sorcerers, slimes, undead creatures, bunny projectiles, cannons, spikes, and floating platforms create a deliberately bizarre atmosphere. The result does not feel like a conventional fantasy setting so much as an assortment of eccentric concepts assembled around a platforming framework. That odd personality gives the game some charm and prevents it from becoming completely generic, even though its visual and mechanical ambitions remain modest compared with larger 3D platformers. The greatest limitation is that the core experience does not evolve dramatically. Once the player understands how enemies behave, how bosses are damaged, and how the major platform types function, much of the remaining challenge comes from different arrangements of familiar components. Additional enemy behaviors, unique bosses, more interactive environmental mechanics, or new movement abilities could have produced a stronger feeling of progression. Players who enjoy mastering simple mechanics may not mind this repetition, but anyone expecting a continuously expanding moveset could find the experience too restricted. Steam Deck compatibility should currently be treated as unverified rather than guaranteed. There is no official Steam Deck Verified or Playable designation associated with the game, so players should not assume a fully optimized handheld experience. It may be possible to run it through SteamOS and Proton, but without an official compatibility classification, controller behavior, interface readability, performance, or other aspects of handheld operation cannot be confidently guaranteed. Overall, Super Clown Ultimatum works best for players interested in a modest and quirky 3D platformer rather than an elaborate genre showcase. Its accessible controls, recognizable platforming hazards, jump-based combat, collectible stars, and strange sense of humor give it a distinct personality. Repetitive bosses and limited mechanical development prevent it from reaching greater heights, but its direct approach can still be entertaining for players who appreciate uncomplicated indie platforming challenges. Rating: 5/10
Super Clown Ultimatum - is a colorful, chaotic indie game that fully embraces its casual nature. It’s packed with absurd humor, simple mechanics, and fast-paced action that doesn’t take itself seriously at all. As an indie project, it does a great job delivering quick fun without unnecessary complexity. Overall, it feels like a super casual experience best suited for kids or very relaxed players, perfect for about an hour to an hour and a half before it starts to feel repetitive. Fun, silly, and lightweight — but clearly not meant for long sessions or hardcore gamers.
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