
A precise 2D platformer with a twist. NO JUMPING. Master your magnetic powers to beat each level with speed and skill. Enjoy classic 16-bit gaming vibes, tackle challenging achievements and compete for global leaderboard supremacy along the way.
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About
The system of Magnetia is in great peril as an evil villain tears through the galaxy. It’s all down to one robot explorer to save the day – Magbot!
Armed with the power to control both positive (red) and negative (blue) magnetic polarities, Magbot must navigate through a myriad of challenging platforming environments to save his home planet of MagTek.

Use Magnetic Force to Attract: Use the power of magnetic attraction to pull yourself towards platforms and across perilous pitfalls.
Use Magnetic Force to Repel: Magbot is too heavy to jump! Luckily you can use the power of magnetic repulsion to boost yourself through the air!
Collect Star Fragments: Master each level by collecting hard-to-reach star fragments that unlock additional challenges.
Enjoy Classic Gaming Vibes: With vibrant 16-bit style pixel art and an energetic chiptune soundtrack by Moonsailor.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Engagement
Hours played at review time, across 41 reviews with recorded playtime.
Reviews
Themes across 41 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
[h1]ℂ𝕠𝕞𝕖 𝕠𝕟, 𝕄𝕒𝕘𝕓𝕠𝕥! 𝕃𝕖𝕥'𝕤 𝕤𝕒𝕧𝕖 𝕥𝕙𝕖 𝕦𝕟𝕚𝕧𝕖𝕣𝕤𝕖[/h1] Be warned, first and foremost, that this game will test your sanity and mettle unlike any other platformer game. It's a clever twist on the classic 2D platformer formula, minus the jumping. That's the gist of it, really, your protagonist cannot jump, but has to use a laser beam to latch unto walls and make it out of a level with his ONE-TOUCH death trifling ass... ahem, behind! The pixel-art, of course, is a focal point of the game. It just works for this sort of game anyway. The story is unequivocal and very unoriginal... Planets are getting smashed by a major devil asteroid... you have to gather each planet's core to fight off the asteroid. That's all there is to it. Sounds simple enough? Wait till you enjoy (or rather, get infuriated) by the sudden HUGE difficulty ramp-up that happens mid-way through the game. If you're using a mouse, or a joypad that drifts just a little bit, you're in for quite a surprise. The laser sometimes just doesn't want to latch unto anything and yup, it will flail you straight into the lava, ughh... And some levels tend to drag out, go there find a key, come back through the gauntlet of spikes and traps... As I'm writing this review, I have literally just one level left to beat the entire game... The last boss; it's a 5 minutes fight to the death, where you have to literally use all the mechanics of the game to defeat that nasty asteroid and it's frustrating beyond what words can describe. The game is 8/10 at first glance, but because it refuses to function and it just stops being responsive at the unluckiest of times, I'm downgrading it to [b]7/10[/b]. I hate it, but I love it, weirdly so.
[b]Brutal deflection/attraction-based puzzle platforming that demands more than most masocore offerings[/b] A friend passed this key to me, as pretty as you please -- as casually as if he were handing me a bag of peanuts. And it looks so cute and friendly, [i]like[/i] something you'd peanut-pass. But oh, how looks can deceive! For sure, I [i]loved[/i] the game, working my way through all 145 levels -- I dug it like a tweaker digs his crack till my forefingers [i]ached[/i] from it. I was starting to get worried about the things. Magbot don't jump, y'see. That boy deflect. That boy [b]ATTRACT[/b]. One bumper is [b]BLUE MAGNET ENERGY[/b]. The other is [b]RED MAGNET ENERGY[/b]. You adjust the angle of the energy beam with the right stick. You move the li'l guy with the left. Simple, no? Yeah. You have no [i]idea[/i] how many permutations of honey-coated hell the developers have come up with for these levels. It's really amazing, actually, how far they've stretched the idea. The variety is part of what kept me going, and some things I could handle better than others. It always seemed like the most brutal challenges were in the [i]middle[/i] of the worlds, and after such levels I would always breeze through the next few like nothing, so keyed up was I from my mental and phalangeal exertion that I could see through to the raw [i]binary[/i] for a while. Or that's what it felt like. Just maybe, the designers knew well what they were doing and wanted to give their players a break -- but I'm still not sure about this. So it's incredibly well-made, and you'll feel like a [b]god[/b] for beating some of the later levels, but it is certainly not for everyone. You've got to have a [i]leetle[/i] of a self-flagellating streak to get the most from it. But if you're in for it, I mean [i]really[/i] in for it, try to unlock the Magnetia Star world -- which has some of the weirdest, most novel levels in the game. This also includes my most [b]hated[/b] level in the game: a massive [b]pit[/b] you have to carefully ascend with only your magnet beam, applied in [i]perfect[/i] rhthym, at perfect angle, while popcorn guns send up lines of flak to brutalize your efforts. Wasn't it hard enough without the projectiles? I spent multiple hours (and days) on this one, on the verge of giving up on my level completion quest. The real overall hardness of [i]Super Magbot[/i] comes not just from the positioning of magbot's body, but from the precise positioning requirements of the magnet beam, [i]and[/i] from the way your measley human brain will keep screwing up the simple polarites under stress. Every degree, every minute of angle makes a difference, so emblazoning exactitudes in the muscle memory of your right thumb is a lot of what it's about -- to a much finer, [i]fiddlier[/i] extent than just about any other game where you just jump and dash. And if that isn't hard for you, time after time you'll find yourself in a tailspin, clicking the wrong polarity until you mentally seize control of yourself by doing some hyper-aggressive meditation. Seeing the solution is one thing; pulling it off is another. Levels are short, resets are quick -- but you'll rack 'em up fast. A satisfying experience to be sure, but prepare yourself!
I think you'll either love this or get frustrated and want to quit. I unfortunately am in the latter. Interesting mechanic for platformer, and fun when you are executing to perfection, but not for me.
挺有巧思的小游戏,玩家通过正负级来进行平台跳跃,可以说比较有吸引力,配上这个CDK价格就更有吸引力了( 不过游戏蛮反直觉的,但又很考验反应能力,后面基本都是背板来过关了,比较讨厌这一套的人或许会非常讨厌
᠌ ᠌᠌ ᠌ ᠌ ᠌ ᠌ ᠌
质量可以,几元入库炒鸡推荐。 202211下,steam,steam掉卡掉物抵扣,它处自定义包入的Super Magbot (Asia) key本体约3元。爱人如己,目前就这,看以后追评。
Super Magbot is a 2D Precision Platformer about a robot named Super Magbot where its galaxy faces a threat of a giant asteroid destroying all planets in its path and its mission is to help restore balance. The game offers 4 big zones of heavy precision platforming stages, each will test your quick thinking and timing abilities. The game uses a magnet color system of blue and red, where you have to go through each stage while traversing the traps with magnet pulls or pushes, the cursor movement was a bit awkward and it can mess up your trajectory of bouncing off platforms or pulling yourself towards them. The music and OST was galaxy theme and suited the stages, most of them were okay as I couldn't put my full focus into the music due to each short stage / giving focus and attention to solving the puzzles. Bosses cannot be attacked directly, however you deal damage to them by platforming magnets during the fight and find the correct strategy to beat each one, testing your dodging and quick timings. It's recommended only if you're a big fan of brutal precision platformers. Overall Rating 7.5/10
Super Magbot is one of the finest platformers I've played going all the way back to my introduction to the genre with Super Mario Bros. at five years old. There's no jumping. You aim your magnet with your right thumb, to propel or repel, and control Magbot's movement with your left. Twin stick platformer is an apt description. You get two red charges and two blues charges that are only recharged after landing on the ground. These limited charges add an element of problem solving to a game that is otherwise focused on pure platforming and reflex. There's often a kind of rhythm to using the charges. Some of the late game highly technical levels are essentially precision rhythm levels. Super Magbot's magnetic movement is explored thoroughly with creative new ideas and obstacles gradually introduced throughout. If you jive with the game's innovative movement, you'll absolutely love the insane ninjastics that you'll pull off after you get the swing of things. I'm unfamiliar with any other platformer with this kind of magnet-based movement. Donkey Kong King of Swing for Gameboy Advance is the closest analogue that comes to mind, not because that game shares similar movement, but simply due to how wildly and successfully it shakes up platforming conventions. Like King of Swing, Super Magbot requires planning and a bit of puzzle solving. Some of the optional collectables in Super Magbot appear impossibly out of reach until you strategize a series of moves. I had to stare at some levels for several minutes to even figure out what was being asked. Super Magbot's level design and pacing are extremely tight. The difficulty ramps up fairly quickly and by the end is truly outrageous. One level in the final world took me two hours of repeated attempts. You will be tested time and again, especially if you go for full completion. Super Magbot is a pick up and die kind of game. Expect to die hundreds of times. Like any great precision platformer all those failures slowly add to your skill. There are accessibility options in case any levels give too much trouble. I have to also mention the great pixel art and solid chiptune soundtrack. More and more these days I find myself muting games and listening to an audiobook instead. Not so here. I didn't grow tired of the music in my 16 hours playtime. Overall, Super Magbot is a big recommendation for fans of platformers or rhythm games. Just go in ready for an intense challenge. Offhand, here's a bunch of 2d platforming games with inventive movement that I've enjoyed over the past few years: Windswept, The King's Bird, Dustforce DX, Splasher, Aeterna Noctis, Rusted Moss, Ugly, Ynglet, Drill Dozer (GBA) and Donkey Kong King of Swing (GBA).
Thank you, thank you, a thousand times thank you for providing all those accessibility options! Without them, I wouldn’t have been able to enjoy such a challenging game. More developers should be like you, guys! This is a very fun puzzle platformer. I’m not crazy enough to go after 100%, but it’s very enjoyable nonetheless. A bit on the trial-and-error side, but aren’t all great puzzle platformers like that at the end of the day? EDIT: After beating the final boss (150+ tries), I’ve changed my review from positive (the original text is still above) to totally negative. Why on Earth do indie developers enjoy so much spoiling the fun by creating difficulty spikes just for the sake of having difficulty spikes? Too much is too much. I wonder why the game didn’t sell that well (less than 10% of players have beaten that boss)... PS: What could have saved this awful game would have been an assist option to slow things down a bit (10–20% would be enough, I guess). Most people’s brains simply can’t process commands that fast — even Celeste had that option.
A surprisingly good 2d platformer with great mechanics, level design, and soundtrack. The only hard part is learning how to press the correct button.
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Audience
Languages: English, French, Italian, German, Spanish - Spain, Japanese, Simplified Chinese, Portuguese - Brazil, Traditional Chinese, Russian, Catalan
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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