
SwooshCat is a vibrant precision-platformer adventure. Leap, dash, slash, stab, roll, and ricochet your way through a charming pixel world as you help a brave little cat 🐾 explore and battle!
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About

SwooshCat – A precision platformer starring an adorable feline! Master simple jumps and dashes to embark on a challenging yet delightful adventure. 🐾
Slash, Parry, Break, Dodge – Your dash isn't just movement: it's a combat blade and puzzle key!
Explore lush jungles and scorching deserts, each meticulously packed with deadly traps and cunning mechanisms to challenge your skills and strategy!
Turn foes into stepping stones – Chain kills, parries, and dashes to bounce off corpses and bullets, resetting mobility to reach "impossible" corners!
Easy to learn, deep to master: Newbies leap right in; speedrunners face brutal challenges!
Buttery controls + Rich level design = An unmissable catventure! 🐱
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, Japanese*, Simplified Chinese*, French*, Italian*, German*, Spanish - Spain*, Danish*, Ukrainian*, Russian*, Hungarian*, Norwegian* +5 more
Engagement
Hours played at review time, across 43 reviews with recorded playtime.
Reviews
Themes across 43 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
Full Walkthrough: https://youtu.be/1JjtF6CVbpk Story: Cat goes SWOOSH Gameplay: Very Good and precise Music: Relaxing Graphics: Pixel Game time: 2 - 4 hours Here I will leave the cat, friends who pass by can pet it and give it a thumbs up /> フ | l /` ミ_xノ / | / ヽ ノ │ | | | / ̄| | | | | ( ̄ヽ_ヽ)__)
本人拥有800小时蔚蓝mod游玩经验,swoosh cat也全成就并通关4遍,我想自己还是有点资格来对这个游戏进行锐评的 我曾询问过作者:为什么这个游戏没有制作组名单?得到的回答是游戏制作由一人完成所以不需要 首先我很敬佩作者对像素平台跳跃游戏开发的热爱,我也很希望国产此类独立游戏继续开发下去 打好评是以上原因,也是因为画风可爱,森林部分的体验瑕不掩瑜,算得上是一部佳作 不过在游玩全部关卡后,我对这个游戏的态度或许发生了转变 bug很多,游戏功能极其不完善,bgm进游戏过快会有bug,贴图偶尔会出现裂痕,第五个房间进第六个房间就开始bug了,还有很多在此不一一列举 顺带一提:本游戏无选关页面(这是极其不合理的)通关后对全收集玩家不友好 以下是神秘跳关键: G+←上个房间 G+K+→下个房间 作者你应该把这个功能公开而不是当作作者通道 这些都是在可以容许的范围内,但是路线设计存在大问题,测图工作明显不到位,森林后期与整个沙漠很多地方设计的很屑,故意的为难而难,例如要反弹刺到容错一格方块的落脚点本就不该出现在,很多过法很抽奖,像偷鸡路线,这是测图工作不到位导致的,更何况这游戏没有“困难”这个标签 虽然蔚蓝mod里面也有像《弹球炼狱》这样符合上述屑图标准的作品,但是我就是玩的很爽,于是我思考了一下这个问题,引出了游戏机制这个方面的缺陷,为什么玩swoosh cat 在爽感方面比不上蔚蓝?这里我引用一下b站上的评论 “用鼠标指示冲刺方向相比八向冲刺要不稳定很多,这不仅使游戏流程不流畅,还使玩家在进行高密度操作时疯狂动鼠标(之前按一下冲刺就解决的事)。感觉纯粹是没活硬整“ 虽然把这个跟蔚蓝碰瓷确实是强人所难,但这是作者也承认的客观事实 总结一下,swoosh cat是《蔚蓝》,《武士零》等游戏优秀元素的结合,但就像一般肉鸽游戏借鉴《以撒的结合》一样,神作之所以神,是某一方面的天花板或者各方面都接近完美造就的,swoosh cat吸取其精华,但忽视了别的方面
赋予了主角移动跳跃与冲刺性能,主要围绕着冲刺做了多向设计,玩家可以按键进入“子弹时间”向某个方向冲刺,遇到敌人与游蛇无可以将其消灭并刷新一次冲刺次数,在冲向尖刺时会获得一个反弹的作用力,当然冲刺也可以视作单纯的位移。但令人不解的是冲刺这个操作不能通过按键取消,增添了不少失误重开的时间成本。 整段流程引导不佳,很粗暴地采用了过关虚影的方式作为教学,而非通过关卡本身揭示机制。从关卡实现来看,存在着不少“为难而难”的低容错关卡,特别是同时存在活动区域有限,需特定角度,需特定前置的97关,体验更像是抽奖而非平台跳跃,解线与实现的反馈并不平衡,挫败感远远大于成就感。剩余关卡部分也只是一般偏上,并没有让人太有记忆点的地方。 素质比较一般的作品,活动游玩,仅做鼓励,如果有机会见到下一部作品的话希望能好好打磨关卡设计。
This is a precision-based platformer where you take control of a nimble cat navigating intricate platforming challenges to reach the opposite side of each room. The cat’s core movements include smooth left–right mobility and a jump capable of chaining into wall-jumps on any vertical surface. The defining feature, however, is the dash ability. This lets the cat propel itself farther and rebound off certain obstacles. When you trigger a dash, time slows down, allowing for more precise aiming, and you can direct the dash in any direction. There’s also the option to cancel mid-dash and remain in slow motion indefinitely. You can dash only once before needing to refresh it, either by landing on solid ground, grabbing a floating fish, bouncing from a launch pad, or defeating an enemy. Enemies in the game are shadowy creatures. Most are not particularly dangerous, since a well-aimed dash will destroy them instantly. Many simply float or drift around the room, though some are invincible and will chase you, forcing you to keep moving. These pursuers vanish when you transition to a new screen. Others can shoot projectiles, which you can cleverly reflect back using a dash. The dash’s bounce property is equally crucial when dealing with environmental hazards, particularly spikes. Striking spikes at an angle while dashing won’t harm you; instead, you’ll ricochet away at the same angle you approached. The same principle applies to launch pads. The game contains two main “worlds”: the forest and the more challenging desert. Both are structured linearly across multiple rooms, but each hides secret areas that can be uncovered by spotting unusual openings along walls or smashing through hidden breakable barriers. The desert introduces one unique obstacle type that vanishes when you dash toward it, but otherwise plays similarly to the forest. Secret rooms contain collectible fish, which can also appear in difficult-to-reach spots within normal rooms. Simply picking up a fish isn’t enough to secure it because you must leave the room while still holding it to finally register it as collected. You can revisit earlier rooms by walking back or using teleporters in places where backtracking isn’t possible. However, doing so comes with a cost: you’ll need to solve the platforming challenges all over again, and some rooms won’t open their exits until every enemy is defeated. Frustratingly, there’s no quick restart for a world or checkpoint-based selection to hunt missing fish. The only option is to teleport all the way back to the very start. Still, the stakes are low because fish serve no gameplay function, don’t unlock achievements, and exist purely as a self-imposed challenge for completionists.
A game that tries to be Celeste, Sanabi and Katana ZERO, but fails at everything. I struggle to pinpoint anything good within this game. Physics? Way too inconsistent (for some reason you get momentum when dashing off of spikes, but don't when just dashing). Level design? Difficulty ramps up way too fast + some setups are too close for comfort. Music? There is only one track. Visuals? This one is better, but it is still to noisy and hard to read sometimes. Story? There is no story. At all. This game could have been good if it was polished more, A lot more. P.S. If you want to get all collectibles, you'll have to get through chapters from the ending using backtrack portals while manually looking for ones you've missed. Just why??
goob ⠀⡿⢘⠀⠀⢠⠆⠀⠀⠀⡰⠬⢉⣽⣿⣿⡿⠟⠋⠁⠀⢿⣞⣷⣾⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿ ⢀⡟⡌⠀⠀⢐⠌⠀⠀⠄⡡⠃⠞⠛⠉⠀⠀⠀⠀⠀⠀⣾⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿ ⣤⡇⡆⠁⠀⢘⡎⢤⠀⠀⠁⠀⠀⠀⠀⠀⠂⠠⠄⠂⢀⢹⣿⣿⣿⢸⣿⣿⣿⣿⣿⣿⣿⣿⣿ ⢸⡇⠅⠂⠀⡸⡜⢢⠅⠀⣀⡀⡀⠤⢶⣺⣿⡒⢄⠀⢭⣘⡻⣿⣿⢸⣿⣿⣿⣿⣿⣿⣿⣿⣿ ⢾⡀⠁⠆⠀⢱⡎⢁⣶⣿⣿⠁⣸⡇⢸⣇⣿⣷⢸⣆⠀⣿⡿⣆⠹⢾⣿⣿⣿⣿⣿⣿⣿⣿⣿ ⢺⢸⠀⠀⠀⢎⣴⣾⠿⠟⠿⣷⣿⣫⣾⣿⣿⣿⡎⣿⠿⠟⠉⠚⠻⣮⡙⣿⣿⣿⣿⣿⣿⣿⣿ ⣻⢨⠐⠀⣠⣾⠿⠉⠀⠀⠀⠀⠙⢿⣿⣿⣿⣿⣷⣅⠀⠀⠀⠀⠀⢩⣙⠚⣿⣿⣿⣿⣿⣿⣿ ⣽⠰⠀⠈⠁⣠⣶⡀⠀⠀⠀⢀⢀⣾⣿⣿⣿⡿⣿⣿⣤⣤⣀⣀⣤⣾⠿⠇⠈⢿⣿⣿⣿⣿⣿ ⣿⠆⠀⠀⡀⠙⠉⢀⢽⣿⣿⣿⣿⡿⢏⠿⡿⡭⢭⠻⣿⣿⣿⣿⣿⣷⣾⠐⡆⠈⢿⡿⠿⠿⠟ ⢻⡃⠀⣀⣠⡄⠀⣈⣺⣿⢿⣿⣿⣿⣦⣀⠓⠃⣠⣾⣿⣛⣿⣟⣿⣿⠷⢿⣿⣇⢠⣤⣴⣶⣾ ⠀⠀⢐⣾⠗⠈⠁⠤⣾⣷⣿⣾⣿⣿⣿⣿⡅⢌⣿⣿⣿⣿⣷⣿⣿⣽⣏⡀⠀⠉⣘⣚⡉⣩⣾ ⠀⠄⠀⣀⠄⡠⣴⣾⣿⣿⣿⣿⣿⣷⣶⣤⣴⣦⣬⣴⣿⣿⣿⣿⣿⣿⣿⣶⣵⣈⢟⡟⣱⣿⣿ ⠀⠂⠈⣡⣾⣾⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⢷⡿⢗⣵⣿⣿⣿ ⠀⠀⢱⣿⣷⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⡇⣾⣿⣿⣿⣿⣿ ⠀⠀⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣷⢻⣿⣿⣿⣿⣷ ⡀⣨⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣼⢿⣿⣿⣿⣿ ⢳⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣟⠮⠹⠜⣯⣛ ⣾⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⡧⠀⠀⠀⠀⠉
对于横版过关游戏还算可以的,流程不算很长,游戏机制与画风都很像蔚蓝看得出来有学习的部分,但冲刺手感、冲刺后迷之惯性使操作不佳以及部分莫名其妙死掉的BUG让游玩体验并不是那么好,希望能优化一下并且增加多点机制。
Cute Black Kitten Tangyuan takes on spiked platform traps through bouncing and dashing. It's invincible the moment you hold to dash – many areas require intentionally dashing toward spikes to rebound and reach new spots. The combat feel is satisfying, with cute, fresh visuals and an affordable price. Definitely recommended. Features: - Long-pressing dash triggers time slow, encouraging strategic use to clear levels. - Combines spike dashing and normal attacks, playable with just 4 buttons – no excessive controls. - Includes light hack-and-slash and puzzle elements, not purely precision platforming, suiting those who dislike pure parkour. Drawbacks: - Unclear initial controls. Dash charges only refill on horizontal platforms; dashing toward springs also refills (and bounces you up). Long-pressing dash horizontally rolls forward a long distance. - Lacks volume and screen settings. - Angle indicators for spike dashing are vague, needing adaptation. - Some levels feel cramped due to the layout of map mechanisms. Overall, it's a slightly challenging platformer with simple gameplay and UI. Early levels have guidance; there are minor bugs, but developers are proactive in fixes. Looking forward to future updates.
Celeste раз в 100 лучше. Игра завязана на 1-ой механике отскока от удара.
トロフィーコンプリートまで遊びました。 ステージ数は[spoiler] 103 [/spoiler]面ありました。 早い段階で高難度なゲームになるため、体験版をプレイしてから購入を判断することをおすすめします。 システムが類似しているためCelesteと比較してしまいますが、低価格で歯ごたえのあるゲームです。 不満点 ところどころ判定が怪しい トゲの判定がないドットや、死亡判定をすり抜けているのかトゲの中で生存できる場所が存在する。 そのため、想定されていないルートでクリアでき、簡単にクリアできるステージがいくつかあった。 敵弾を跳ね返すギミックで、狙った場所に飛ばせないのがストレスだった。 ワンコインでプレイヤースキルを磨くのに良いゲームだと思ったので、おすすめできるゲームと評価しました。 隠しステージや魚が見つからない方へ [spoiler] 左下のステージ番号に注目して、隠しステージが存在する場合カウントが飛びます。 例:10面をクリアしたら次のステージ番号が12面だった場合、10面のどこかに壊せる入り口や隠しルートがあります。[/spoiler]
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Modeled estimate over time, reconstructed from Steam's monthly review histogram.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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