
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!
Modeled estimate, not a reported figure. How we estimate →
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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
非常有想法的平台跳跃游戏,必须点赞,武士零和蔚蓝相结合的玩法别具一格,值得一试。 本人有150h的蔚蓝游玩时间,说不上长但我觉得我可以讲讲亮点与缺点。 亮点: 1.反弹尖刺很有意思,增强了游戏的趣味性和可玩性,也提高了地图设计的多样性。 2.第二章的藤蔓着实让我眼前一亮,是非常不错的想法! 缺点: 1.难度上:难度曲线设置不太合理,丛林中间一两关的难度(尤指拿小鱼干)远高于丛林章节结尾的几关。后面沙漠章节的地图设计真的可以说有点史了。总体上就是丛林章节中艰难,沙漠后半是那种有点恶心人的难。 2.手感上:弹反尖刺手感怪异,这里直接说:弹反后会保留弹反的速度让玩家被迫在空中进行调整(不知道是不是错觉,飞到后面还感觉变快了),可以保留弹反后的速度,但我个人非常不建议一直保持不变,应当改为快速减小。比较粗心的玩家很可能发现不了,在要长距离下降的地形里极容易撞刺。第一次遇到时我还以为有大风在吹。虽然这样改你可能会想这会与蔚蓝重叠了......个蛋!!!你真的觉得这样玩起来会舒适吗?! 3.引导上:部分场景有稻草人指引玩家如何行动,这确实是一个很不错的设定,尤其是对那些刚接触这类游戏的新人。但是第一点也说了,难度不仅仅在于操作,还在于路线分析与规划,部分关卡,说真的,给我了蔚蓝第九章的感觉,尤其是沙漠这一章节的设计,有一关我琢磨了好久都不知道怎么过就只能跳过了,这对于新人很不友好,所以可以在部分较难的场景设置上”死亡超过20次会出现稻草人“来辅助玩家分析。 4.判定上:猫猫的碰撞体积很大,在距离敌人极近的情况下攻击他会撞上死掉、在旁边有刺的竖直通道上向上冲刺容易弹到刺上然后偏离方向。 5.地图上:不知道是不是我的角度问题,每次和刷新冲刺的东西都会差一或半格的距离,只能通过离开地面的瞬间跳跃来缩短彼此距离,希望地图的跳跃距离设计不要太极限,极限了也没啥好处毕竟这不是高难度的游戏。其次,有一个场景真的有被气到,本身平台就是单向的。还偏偏在竖平台上面的弹簧旁边放刺,本身你不放刺也是要校准冲刺的,没冲到也会被后面的刺刺死,放个刺搞得我弹到刺上几十次上,属实没必要折磨人。 6:游玩体验上:说实话,虽说有很多眼前一亮的点,但到了沙漠后半部分时,我真的玩不下去了,来自于很多无意义的重开——放在出生点走一格就碰到死的刺 (我真的骂娘了,完全无意义的摆放)、及大部分时间都花在校准方向上,耐玩性很差! 建议:期待新的关卡推出,推出更多机制,同时更需要打磨。(如果每个场景都有专属音乐就更好了,当然,不强求)
Управление не работает, конфига в файлах нету. Резраб челу за 2 месяца с такой проблемой в обсуждениях ни одной буквы не вкинул. Поддержка говна
我以为是一款可爱像素画风的平台跳跃游戏,关卡设计的很不错,有难度的同时也不缺少游戏性,敌人可以是跳台也可以是子弹,非常好玩
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Trends
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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