
Bat Boy
Shovel Knight meets Mega Man by way of a sports manga fever dream: six tight hours of chiptune-drenched platforming that earns its difficulty if you can stomach the occasional wild spike.
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About Bat Boy
My first impression of Bat Boy was that someone had fed a stack of late-80s NES cartridges and a Saturday-morning sports anime into the same dream and out came this. You play as Ryosuke, a high-schooler who doubles as a baseball-bat-wielding hero, working through a Mario 3-style overworld that unlocks stages two at a time, each one themed around a different sport and capped by a boss who happens to be one of your brainwashed teammates. The structure is immediately readable to anyone who grew up on Mega Man, but the bat gives the combat its own identity: you can swing it to bat enemies away, bounce off foes to reach higher platforms, deflect incoming projectiles back at their senders, and later string in a wall-jump, a downward slam, and a ribbon grapple that functions like a grappling hook. That last ability, along with the bubble shield, will quietly save you more times than you expect. The presentation is where the craft really shows. The sprite work is detailed and polished in a way that pulls memories of Shovel Knight without directly aping it, and the chiptune soundtrack by Evader Music (who also scored Smelter) syncs to the action with real intention. There are over ten stages to move through, each one hiding collectible seeds that extend your health and stamina bars, cassette tapes that unlock tracks in the hub's jukebox, and the occasional hidden pet you can stop and appreciate mid-gauntlet. The hub itself fills up with rescued friends as you progress, and the dialogue between them is genuinely light and funny. Bat Boy knows it is a breezy genre exercise, and it wears that knowledge comfortably. Where things get bumpy is the difficulty curve, which is less a curve and more a series of plateaus interrupted by sudden cliffs. Some stages are brisk and satisfying; others have checkpoints spaced so far apart that a single unlucky stretch can cost you fifteen minutes of progress. A couple of the auto-scrolling levels in particular feel cheaper than the rest of the game has any right to be, and the final boss introduces mechanics that appear nowhere else, which is the kind of design choice that sours the last impression. At launch there were also stability bugs - crashes and a pause-menu glitch that could wipe checkpoint progress - though patches have addressed the worst of them. The batch of abilities you unlock in the later stages can also feel imbalanced; some, like the ribbon and bubble shield, become load-bearing tools, while others land with a shrug and never quite justify their slot. For a player who enjoys the NES-tribute platformer lineage and can absorb some punishment without throwing their controller, Bat Boy is a genuinely satisfying six-to-seven hour run. It has a speedrun mode if you want to push the clock, and hidden completionist content to pull you back through stages you already know. The story is thin by design, which is fine - this is mechanical craft dressed in a charming aesthetic, not a narrative experience. If the slow accumulation of movement options, the rhythm of pattern-reading bosses, and a soundtrack that sticks in your head for days sounds like your kind of evening, Ryosuke will treat you well. Just expect one or two levels to test your patience before the credits roll. Kai, Scout Team
Tags
System Requirements
Minimum
- OS
- Windows 10 (64-bit)
- Memory
- 1024 MB RAM
- Storage
- 500 MB available space
- Graphics
- IntelHD 3000
- Processor
- Intel Core i3 or equivalent
Reviews & Ratings
Game Info
- Developer
- X PLUS Co., Ltd.
- Publisher
- DANGEN Entertainment
- Release Date
- May 25, 2023