
ChargeShot
Grab three friends and four controllers, because ChargeShot earns its keep as a couch deathmatch in about sixty seconds flat - just don't expect it to last the whole night.
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About ChargeShot
My first hour with ChargeShot landed me exactly where the developer hoped: sweaty palms, controller in hand, shouting at someone sitting two feet away. That immediate spark is real, and it comes from a ruleset that is almost impossibly tight. Every bounty hunter on the screen carries three tools: a Pulsar Cannon that fires wall-bouncing blasts capable of one-shot kills, an Energy Shield that reflects those same blasts back at whoever fired them, and a jetpack to scramble across the arena. Three verbs. That is the whole game. And for a while, the interaction between them feels like pure witchcraft. The physics give everything weight. Firing the Pulsar Cannon kicks you backward, so positioning is never static. Raising your Energy Shield temporarily kills your upward jetpack thrust, which means shielding is a deliberate sacrifice of altitude, not a free block. Getting shield-bumped sends you cartwheeling across the map, which in a small arena with hazard edges becomes its own desperate comedy. The levels - twelve in total, each with distinct layouts that genuinely shift how fights play out - do quiet work here. A narrow corridor forces close-range panic. An open platform becomes a geometry puzzle about bullet angles. Cowboy Color clearly thought hard about how map design interacts with that one-bounce-kills ruleset. The honest tension sits at content volume. ChargeShot shipped with local multiplayer deathmatch, a bot-supported solo campaign for when friends aren't around, and Steam leaderboards to chase. The bot AI is thoughtful - the developer built it to simulate human imperfection rather than a scripted pattern, and it shows in matches that feel plausible rather than mechanical. But the mode list is thin. There is no capture the flag, no team variant, no king of the hill. What exists is one strong idea executed cleanly rather than a suite of reasons to return. Reviewers at launch noted that the best sessions last about an hour before the repetition surfaces, and the Steam average playtime data bears that out. Who this is genuinely for: households with multiple controllers and a regular couch-gaming rotation. The pixel art bounty hunters have personality - yetis, space humans, blob-creatures with actual written backstories - and the dynamic soundtrack (freely available on Bandcamp from composer Gloomprophet) shifts with match intensity in a way that elevates the chaos without calling attention to itself. That musical attentiveness is exactly the kind of craft choice a small studio makes when it believes in what it's building. If you already own Towerfall or Samurai Gunn and are hungry for something with a different mechanical grammar, ChargeShot's reflect-or-die loop is distinct enough to justify a slot in the rotation. Solo players hunting depth will hit the ceiling quickly. But as a pick-up-and-play local party piece with a surprisingly thoughtful physics foundation, it punches well above its file size. Kai, Scout Team
Tags
System Requirements
Minimum
- OS
- Windows XP
- DirectX
- Version 9.0
- Storage
- 200 MB available space
- Graphics
- 512MHz GPU
- Processor
- 1.7Ghz
Recommended
- OS
- Windows XP
- DirectX
- Version 9.0
- Storage
- 200 MB available space
- Graphics
- 512MHz GPU
- Processor
- 2 Ghz
Reviews & Ratings
No ratings available
Game Info
- Developer
- Cowboy Color
- Publisher
- Cowboy Color
- Release Date
- Sep 18, 2015