
Copperbell
Handcrafted and gone in under two hours, Copperbell is the kind of tiny platformer that earns its runtime rather than wastes it, if you can live with the coin-loss sting.
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About Copperbell
My first instinct when I loaded Copperbell was to sit back and just look at it for a minute. Zero Fun, a solo-scale outfit, built this world entirely by hand, and the care in every drawn line reads immediately. The forest areas, cavern dungeons, and boss arenas each carry their own visual personality, and the atmospheric soundtrack wraps the whole thing in a mood that feels quieter and stranger than the genre usually manages. It is a 2D platformer at its mechanical core, but the aesthetic does a lot of heavy lifting to make the world feel genuinely inhabited. You play as Copperbell, a small animate copper bell armed with a clapper. Movement is arrow keys, a spacebar jump that upgrades to a double jump once you locate the metal spring, and a single attack swing. That is essentially the whole control scheme, and the game never tries to grow beyond it. You move through a handful of distinct areas in a set sequence, fighting hand-animated enemies ranging from slimy grubs in underground caverns to a mid-game bone-lobbing ranged enemy, collecting coins to spend on upgrades like additional health tokens and faster attack speed, and working toward a climactic demon boss. The upgrade economy is the one system that creates real friction: taking damage causes you to drop coins, and those coins can fall into unreachable spots. Players who are already struggling will find themselves cut off from the upgrades they need most, which is a small but genuinely punishing design choice that sits awkwardly against the otherwise gentle tone. The boss encounters are the clearest sign that Zero Fun cared about craft. Each one plays differently, with distinct movement patterns and mechanics rather than simple health-bar fights. The leap in difficulty between the mid-game mini-boss and the final demon confrontation is sharper than the opening of the game prepares you for, so expect to reset a few times. Minor technical hiccups, such as the occasional pixel-catch on geometry and a jump input that can stutter, show up in player reports, but none of them break progress in any serious way. The honest reckoning with Copperbell is always going to circle back to its length. A relaxed player finishes in around ninety minutes. A focused one can push closer to an hour or under. That is not a flaw in itself, but it means the coin-drop punishment and the sparse upgrade tree carry proportionally more weight than they might in a longer game. The hand-drawn art and the soundscape are the reasons to show up. The platforming is functional and occasionally satisfying. The story, a grandparents-send-you-on-a-quest folk-fantasy setup, is thin but charming enough to frame the journey without getting in the way. If you are the kind of player who can appreciate a small, finished thing that knows its own shape, Copperbell rewards the attention. It is aimed clearly at the family-friendly, low-stress end of the platformer spectrum, and it delivers exactly that, nothing more ambitious, nothing half-finished. Go in expecting a hand-illustrated afternoon snack rather than a meal, and it lands. Kai, Scout Team
Tags
System Requirements
Minimum
- OS
- Windows 7
- Memory
- 4 GB RAM
- DirectX
- Version 10
- Storage
- 1 GB available space
- Graphics
- DirectX 10 compatible GPU with 1GB memory
- Processor
- Dual Core @ 2.4GHZ
Recommended
- OS
- Windows 10
- DirectX
- Version 11
- Storage
- 2 GB available space
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Game Info
- Developer
- Zero Fun
- Publisher
- Zero Fun
- Release Date
- Jul 31, 2019