- November 20, 2020
- Sørb
Super Cable Boy
Platforms
About
"Super Cable Boy" is a retro-inspired platformer where you play as a living handheld gaming system with a power cord. Collect game cartridges to gain abilities and defeat the mysterious entity, Glitchart, threatening to destroy the world. Gameplay features include grappling hook action, jumping and dashing, alternate dimensions, and onigiri collecting. Prepare for a unique story and solid platforming action.











- The game features smooth controls and enjoyable platforming mechanics, making it fun to play.
- The art style and music are well-designed, contributing to a charming atmosphere.
- Accessibility options allow players to adjust difficulty, making it suitable for both casual and hardcore gamers.
- The difficulty curve can be inconsistent, with some levels feeling overly challenging compared to earlier stages.
- Visual clutter in later levels can make it hard to track character movements and understand mechanics.
- Some players found the lack of checkpoints in longer levels frustrating, leading to repetitive gameplay.
gameplay
37 mentions Positive Neutral NegativeThe gameplay is characterized by a challenging yet rewarding 2D platforming experience, featuring innovative mechanics like a grappling hook and a cable system that replaces traditional double jumps. Level design is well-crafted, encouraging mastery of mechanics through collectables and introducing new power-ups that keep the gameplay fresh. However, some players find inconsistencies in mechanics and difficulty spikes, which can lead to frustration, particularly with certain level designs that require memorization and precise timing.
“The cable mechanic allows you to perform what other games offer as 'double jumps', but requires some level of mastery, which increases the difficulty.”
“Great 2D platformer with well thought out level design and extremely fun movement mechanics.”
“The gameplay feels really smooth and handling our little cable boy is easy.”
“Also, the mechanics didn't feel consistent, which made some tight moves just frustrating, and it felt random if they would work or not.”
“I was already a bit irked by the fact that levels can get pretty large, and some of the mechanics definitely end up requiring you to take leaps of faith and memorize stuff that is out of view. You can zoom out a bit and pan the camera around, but that's not really an option until you reach a safe spot. The reason you want to do it is because you want to know where said safe spot is and to plan ahead how to reach it.”
“In my opinion, this should not even be a mechanic in the game--it is not fun to try to keep in mind where invisible platforms and kill zones are so that when you change colors in mid-jump, you don't die.”