Skybolt Zack Reviews
Skybolt Zack is a brand new fast-paced arcade gaming experience! With his Rocket Punches Zack leaps from enemy to enemy, destroying anything standing in his way! Match the colour of the enemies with the buttons on the gamepad to rid the world of Dr Kaz’s robot army!
App ID | 909670 |
App Type | GAME |
Developers | DEVS MUST DIE |
Publishers | Green Man Gaming Publishing |
Categories | Single-player, Steam Achievements, Steam Cloud, Full controller support |
Genres | Indie, Action, Adventure |
Release Date | 7 Nov, 2019 |
Platforms | Windows |
Supported Languages | English, Portuguese - Brazil, French, Italian, German, Spanish - Spain, Japanese |

1 Total Reviews
1 Positive Reviews
0 Negative Reviews
Negative Score
Skybolt Zack has garnered a total of 1 reviews, with 1 positive reviews and 0 negative reviews, resulting in a ‘Negative’ overall score.
Recent Steam Reviews
This section displays the 10 most recent Steam reviews for the game, showcasing a mix of player experiences and sentiments. Each review summary includes the total playtime along with the number of thumbs-up and thumbs-down reactions, clearly indicating the community's feedback
Playtime:
261 minutes
An amazingly fun game inspired by Sonic, Rocket Knight, Rhythm Games, and more...
Might seems easy at first, but mashing buttons won't get you to the end... And unlocking all the paths will make you replaying earlier levels, using the skills you've acquired.
If you want to play more, this game is tailored for scoring competition and speedruns. A(S)GDQ run when ?
👍 : 5 |
😃 : 0
Positive
Playtime:
2088 minutes
Skybolt Zack is an incredibly amazing game. I cannot even describe the amount of fun I had with this game. Highly recommend use of a controller for this game - if you're okay with that, you will have an amazing time. Dont miss this one.
👍 : 6 |
😃 : 0
Positive
Playtime:
116 minutes
The way this game controls is extremely frustrating for the level of precision it expects you to have. Since face buttons are used to select a target (by color) and the left stick is used to change the angle at which you 'bounce' off the target, there's no way to disambiguate between different targets you could potentially be hitting at any given moment if there's multiple in range. If it's multiple of the same color, that's one problem.
But even still, the game itself seems to have trouble with it. Say you're using the default Xinput scheme and you're in range of a yellow enemy, which is slightly closer to you, and a blue enemy which is a little further away but still well within the 'targeting circle.' You hit X for blue, but you instead zoom towards the yellow one and are penalized for using the wrong button for the wrong color, even though the right color was right there. This and other things like it happened more often than I cared for.
It's a real shame- this is a good idea for a game that's executed well in a basic sense. But it's also very difficult and demands a high degree of precision, especially to stay on the higher paths that lead to bigger scores and harder levels, which is itself the main compelling idea about the game's structure. The harder a game is, the more unforgivable any issue or imprecision with how it controls. Ultimately it's a problem this game can't recover from.
👍 : 0 |
😃 : 0
Negative
Playtime:
38 minutes
1st impression:
Skybolt Zack for when you want to play something frenetic and FAST! Sonic's got nothing on you. I look forward to playing it some more! I think $16 bucks is probably a bit overpriced and it's turning away players. $9.99 should be a great starting point imo.
👍 : 0 |
😃 : 0
Positive
Playtime:
260 minutes
Very fun and unique platformer. I don't think I've ever seen anything quite like this before. The core concept of the game is easy to understand and there's a nice element of rhythm and timing to the gameplay. On the other hand, the later levels have a very considerable difficulty spike and demand a higher degree of layout memorization.
I had to seriously give my best effort to beat the final boss. There's nothing wrong with games that aim for a more hardcore player base, but I believe that in the case of Skybolt Zack, a more forgiving main campaign would be best. One that gives enough time to get better at the game in a way that feels progressive and satisfying. It's way easier to get players to replay a short and balanced level than a huge marathon instead. And I'm not saying that long levels shouldn't exist; what matters is the when and how.
Still, a solid and incredibly underrated game.
👍 : 0 |
😃 : 0
Positive
Playtime:
478 minutes
In concept, I think this game is fine and could have worked, if exactly ONE change was made. I'll get to that in a bit.
The core mechanics are really cool - it really is like a cross of a platformer and a rhythm game, but doesn't quite feel like either of the two. It's color matching + figuring out which direction you want to move or bounce, and the multi-tiered level design means that mistakes aren't punished with death, just the inability to reach a higher path. That's good design. The difficulty curve is also fairly smooth - the lower-tier levels start off easy, get a bit harder in world 2, then by worlds 3 and 4 there's real challenge. And then world 5... okay, I'll get back to that. Promise. And the higher you go on the multi-tiered paths the harder the levels get, and staying there subsequently becomes even harder. I have some minor gripes with the control scheme - often I found myself dashing in the wrong direction and I think simply mapping LB and RB to left/right dash respectively instead of having them both be the same button would help a lot, and as well despite parts of this working well on control stick, often when you need a specific angle in a hurry it can be easy to be off by an 8th of the direction. Same reason I wouldn't play Celeste with a control stick, and I would've started this game the same way had I known that from the start. On the subject of controls, also, the fact that movement is mapped to the same stick as bounce aiming can lead to a lot of wrong inputs. Unfortunately I'm not sure how to solve this one as it would mean requiring you to take your hand off the face buttons to move the stick, so... I see -why- it was done this way, at least? The game also has an interesting & well-done scoring system that rewards, of all things, cautious, careful play - that's the thing, for as high-speed as the game looks on the surface, going fast is really not the goal, and in fact will just make your life harder. There are places where you do need to go fast, and you don't stay suspended forever, you'll eventually fall after each attack. It was cool to go back to the first level of the game after beating the game's hardest level and get a Z-rank in a single attempt, for instance. There's definitely a sense of skill improvement as the levels get harder that then makes earlier challenges a breeze, that's the kind of skill progression that feels good.
...however, it never feels good -in the moment-, because the game commits a level design sin that pretty much tanks any game that follows the same pattern. Namely, that the levels are TOO DANG LONG with no checkpoints whatsoever, barring the three-level boss fights which, yes, it's just three levels, essentially. The earlier worlds don't suffer from this quite so much but by world 4 and ESPECIALLY world 5's marathon levels, it gets incredibly frustrating to have to restart levels taking upwards of 90-120 seconds just because of one mistake near the end, forcing you to replay the earlier parts of the level you've already pretty much mastered and gotten bored of. Just so you can get another attempt to solve the platforming puzzle that's tripping you up later in the level. It doesn't help that your health feels weirdly low for this kind of level design - you start with 4 HP, and very occasionally there's a chance to replenish or raise that HP cap, but if you're taking the top routes, nope, good luck, you aren't ever gonna see a health refill. This is especially bad in levels where even one minor mistake locks you out of the top route when you need to be taking the top route to get to a specific next level, or in the final boss where the entire level is suspended over a bottomless pit. It turns what should be a fun skill-building game into a tedious slog where the coolness of the concept wears off quickly and ends up being more frustration than actual enjoyment. And yes, I did make sure to play every level the game had to offer, just to see how far it pushed that design ethos. No, I am not encouraged to go back and try to 100% the game, that sounds miserable. It also doesn't help that, a good chunk of the time, even if you build up skill, there will be weirdly designed level segments that you can't solve your first time around, but you're not given the time to figure out what to do other than to just keep replaying it until you do beat it. There is definitely an inherent level of skill building, but moreso it feels like half of getting good at the game is just level memorization. The stuff that gave you trouble when you couldn't figure it out often becomes easy once you do figure it out, just for the next segment to repeat the process over and over until you've figured out the entire level, but that will then fade by the time you're in the middle of learning the next level. It's not accumulated skill in the same way mastering the core mechanics are. It's not a fun kind of learning. It's the game slapping you on the wrist because you didn't answer a complex math problem within a half second and so it tells you to go back and resolve the last 10 problems you already solved just to get another chance to solve the 11th in .5 seconds again.
Also, it's irrelevant, but the general aesthetic of the game is... average, at best. The music is solid pump-up video game music and there's an element of a dynamic soundtrack but it all kind of sounds the same in the end. The level aesthetics also change but again they basically all look the same, because the defining point of the visual aesthetic of each level is the red/blue/yellow enemies more than the actual backgrounds. There's barely, BARELY a story, too. it's there but it doesn't... matter, it's never brought up except at the very start and very end of the game. Again, this doesn't really matter to my review as the whole, but I felt like commenting on it anyways.
So how do you fix the game, then? The level design ideas generally are not bad and there's a lot of variety in constructing different platforming challenges out of the same mechanics, but the later levels feel too overstuffed with ideas and pretty much all of them could've been cut in half, or more, to make several smaller levels. That could even increase the branching paths gimmick to allow for four, even five layers of levels, but each is a comfortable 45ish seconds at most rather than a grueling 2-minute marathon. I think that game would encourage more skill-based learning and less level-based learning as well as make for more dynamic playthroughs. It'd still be challenging enough to make sure the player is actually learning how to play the game and solve the levels, but not so much so that they get bored or frustrated having to restart the same easy part of the same long level for the fiftieth time. And this doesn't necessarily remove any existing content either, it just reorganizes it into smaller chunks - wouldn't even impact the speedrunners, hell, it could make trying to figure out the best routes even more difficult and interesting. I think the concept would be worth expanding upon in a sequel if it was geared towards shorter levels and introduced more mechanics to make for a bit more variety, but the game we got isn't quite there in my opinion, and I found it more frustrating than fun to play even with how cool the concept itself should be. Oh well.
👍 : 6 |
😃 : 2
Negative
Playtime:
568 minutes
Very unique and challenging platformer with great music. The movement takes some getting used to, but you can pull off some super fluid and satisfying combos once you do.
Also, the difficulty gets ridiculous in the later stages! I finished every level except the final boss of the harder path, which is a gruelling three-stage gauntlet you have to do in one sitting. Don't let that discourage you though, the non-boss levels (ie, almost all of them) aren't nearly as gruelling and are a lot of fun.
👍 : 1 |
😃 : 0
Positive
Playtime:
487 minutes
Amazing fast paced arcarde gem :
- Many fun mecanics with a lot of levels
- Gameplay feels very polished
- Controls are tight
- Artwork is gorgeous, and the cool effects never gets in the way
- The music is awesome
- Speedrun mode already there, and score/time attack by levels
If you like action games, just go for it immediately!
👍 : 17 |
😃 : 0
Positive
Playtime:
281 minutes
Really unique game about combo-mashing your way through levels as fast and cleanly as possible. Great gameplay, solid soundtrack and excellent replayability make this worth your time
Check out https://store.steampowered.com/curator/41559946 for more recommendations!
👍 : 4 |
😃 : 0
Positive
Playtime:
1314 minutes
Amazing arcadey experience that became horribly overlooked. What a hidden gem this one is. There's tons of polish throughout, from the visual style, the music, the gameplay, and especially the level design. The concept is easy to understand, as there's different colors of enemies that you can attack by pressing the corresponding colored button of your controller (which is highly recommended). The goal is to beat each stage as quickly as possible, while getting a good combo with lots of color swaps contained in it. It plays like a more actiony/rhythm version of a 2D Sonic game, and it's great.
Each stage has multiple branching paths, including many with alternate, more challenging exits to reach that award higher multipliers. Very satisfying to finally nail the perfect run on the hardest route to get those Z ranks! Recommended!
👍 : 7 |
😃 : 0
Positive