Compare Bouncy Bob prices across 50+ stores and find the best deal. Developed by Sleepwalking Potatoes. Published by Sleepwalking Potatoes. Released on 10/24/2017. Available on PC. Genres: Action, Casual, Indie.

One button, four players, one keyboard - either the funniest ten minutes at a party or a frustration machine depending on your tolerance for deliberately clumsy movement physics.

I cover shooters for a living, so when a local brawler with a single-button control scheme lands on my desk I approach it the way I approach a free-to-play BR: skeptical, but willing to be surprised. Bouncy Bob is built around one mechanic - hold a button to aim a launch trajectory, release to send your gnome flying, mash mid-air for a hover. That is the whole toolkit. The single-player mode stacks fifteen levels of zombie-stomping on top of that premise, asking you to land on enough undead heads to clear a quota before you die. Power-ups like laser beams, bombs, and arrows drop from timed crates and briefly spice up the arena, but they are shallow rewards and the satisfaction of popping a row of zombies fades fast. The movement is the game's central argument and also its weakest point. Bob wobbles left and right on his own, like a pendulum you cannot stop, and you have no control over that rhythm. You are reading an angle and committing to a launch - which sounds like it could build satisfying pattern recognition over time, but in practice it mostly feels like waiting. The enemy spawn rate scales up faster than your ability to aim, so mid-game levels lean hard on repetition and patience rather than skill expression. There is no retry button from the pause menu either, so when a level goes sideways you are sitting through the death animation every single time. The multiplayer is where Bouncy Bob was clearly designed to live. Up to four players share one keyboard in a head-stomp deathmatch across six arenas - no enemies, just people trying to land on each other. The premise is genuinely funny for a round or two, and the chaotic physics mean upsets happen constantly, which keeps casual crowds engaged. The problem is the same awkward locomotion that drags the solo mode down also drags this down. Controller support does exist (Xbox One controllers confirmed by the developers, others may vary), but the default setup of four humans crowded around a single keyboard is an ergonomic argument waiting to happen. Five arenas, no customisation options beyond map select, no score targets to chase. The party hook is real but it wears out quickly. Art direction is the one area that holds up cleanly. The silhouette style - think a lightweight, comedic version of Limbo's visual language - gives the game a consistent identity that punches above its production budget. Characters and environments read well, the cartoon horror tone is committed, and the doodle aesthetic keeps things charming even when the gameplay grinds. The soundtrack is another story; it loops fast and thin, and most reviewers recommend muting it within twenty minutes. Steam users sit at 84 percent positive across a small sample, which suggests the audience buying it at this price tier knows what they are signing up for. This is micro-session software. It is not a movement sandbox, it is not a party game with legs, and it is not going to scratch any competitive itch. Treat it like a five-dollar bar bet - one button, can you stomp more zombies than your mate - and it delivers. Ask anything more of it and you will be uninstalling inside the hour. Fred, Scout Team

Bouncy Bob
ActionCasualIndie

Bouncy Bob

Oct 24, 2017Sleepwalking Potatoes
GamerScout Says

One button, four players, one keyboard - either the funniest ten minutes at a party or a frustration machine depending on your tolerance for deliberately clumsy movement physics.

PC
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About Bouncy Bob

I cover shooters for a living, so when a local brawler with a single-button control scheme lands on my desk I approach it the way I approach a free-to-play BR: skeptical, but willing to be surprised. Bouncy Bob is built around one mechanic - hold a button to aim a launch trajectory, release to send your gnome flying, mash mid-air for a hover. That is the whole toolkit. The single-player mode stacks fifteen levels of zombie-stomping on top of that premise, asking you to land on enough undead heads to clear a quota before you die. Power-ups like laser beams, bombs, and arrows drop from timed crates and briefly spice up the arena, but they are shallow rewards and the satisfaction of popping a row of zombies fades fast. The movement is the game's central argument and also its weakest point. Bob wobbles left and right on his own, like a pendulum you cannot stop, and you have no control over that rhythm. You are reading an angle and committing to a launch - which sounds like it could build satisfying pattern recognition over time, but in practice it mostly feels like waiting. The enemy spawn rate scales up faster than your ability to aim, so mid-game levels lean hard on repetition and patience rather than skill expression. There is no retry button from the pause menu either, so when a level goes sideways you are sitting through the death animation every single time. The multiplayer is where Bouncy Bob was clearly designed to live. Up to four players share one keyboard in a head-stomp deathmatch across six arenas - no enemies, just people trying to land on each other. The premise is genuinely funny for a round or two, and the chaotic physics mean upsets happen constantly, which keeps casual crowds engaged. The problem is the same awkward locomotion that drags the solo mode down also drags this down. Controller support does exist (Xbox One controllers confirmed by the developers, others may vary), but the default setup of four humans crowded around a single keyboard is an ergonomic argument waiting to happen. Five arenas, no customisation options beyond map select, no score targets to chase. The party hook is real but it wears out quickly. Art direction is the one area that holds up cleanly. The silhouette style - think a lightweight, comedic version of Limbo's visual language - gives the game a consistent identity that punches above its production budget. Characters and environments read well, the cartoon horror tone is committed, and the doodle aesthetic keeps things charming even when the gameplay grinds. The soundtrack is another story; it loops fast and thin, and most reviewers recommend muting it within twenty minutes. Steam users sit at 84 percent positive across a small sample, which suggests the audience buying it at this price tier knows what they are signing up for. This is micro-session software. It is not a movement sandbox, it is not a party game with legs, and it is not going to scratch any competitive itch. Treat it like a five-dollar bar bet - one button, can you stomp more zombies than your mate - and it delivers. Ask anything more of it and you will be uninstalling inside the hour. Fred, Scout Team

Tags

singleplayermultiplayerpvplocal-multiplayerlocal-coopachievementstier:sub-5One-Button ControlsLocal Party BrawlerZombie StomperCouch PvPShared Keyboard MultiplayerMicro-SessionPhysics Platformer

System Requirements

Minimum

OS
Windows XP SP3 / Vista / 7 / 8
Memory
2000 MB RAM
Storage
500 MB available space
Graphics
GeForce 9800GT or better w /512MB VRAM
Processor
Core 2 Duo 2.0GHz
Sound Card
OpenAL compatible
Additional Notes
Only one button is needed to control your character. Standard PC keyboard allows max 4 players to enjoy the game simultaneously. Controller is also supported in game, mind that you need mouse for menu navigation.

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Game Info

Developer
Sleepwalking Potatoes
Publisher
Sleepwalking Potatoes
Release Date
Oct 24, 2017

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