
Gunman Clive
Ninety-odd minutes of pencil-sketch western platforming that keeps reinventing itself. Worth it if you value craft over runtime, maddening if you measure games in hours logged.
GamerScout Verdict
Best for platformer fans who want a tight, restless afternoon of ideas instead of a campaign to grind through.
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About Gunman Clive
The store page promises a pencil-sketch western run-and-gun you can finish in an afternoon, and that part is accurate down to the minute. What it undersells is how restless the thing is. Most games in this genre find one decent idea in the opening ten minutes and then spend the remaining runtime rearranging furniture around it. This one keeps pulling the floor out from under you. You begin with a jump, a pistol, and a hat silhouette against paper-white nothing, and somewhere in the back half the gravity stops agreeing with you and the Wild West framing turns into a loose suggestion rather than a setting. Whether that reads as inventive or as a solo developer refusing to commit depends entirely on what you wanted going in. Mechanically it is old-school in the honest sense. You run right, you shoot, you jump on things that were designed to be jumped on, and when you die you are back at a checkpoint fast enough that frustration never gets a chance to set in. The shooting has weight without being sluggish, and the level geometry is built by someone who understands that a good platformer is really a rhythm game about arcs. Bosses are pattern-based in the classic tradition: watch, get hit, learn the tell, execute clean on the third attempt. Nothing here is randomized or padded. That tight, legible design is also why the game has quietly become a speedrunning favorite. Once you know the routes, the whole campaign compresses into something you can run start to finish without breathing, and the unlockable characters exist to give that replay a reason. They are not palette swaps. They change how you move through spaces you had already memorized, which is a smarter form of replay value than most games manage with three times the budget. The presentation is where I lose my objectivity a little. The hand-drawn look is not a filter slapped over standard sprites. It is committed sketchbook art, all ink lines and washed sepia and enormous stretches of empty paper, and that negative space does real work. It makes each new mechanical idea land harder because the screen is not competing with itself for your attention. The audio matches the restraint, sticking to a handful of western motifs that repeat without wearing out across a runtime this brief. Everything about the package feels like one person made every decision deliberately, which is increasingly rare and increasingly worth noticing. Where it disappoints: several of the best ideas get exactly one level and then vanish forever. The gravity sequences in particular feel like a prototype for a game that was never built, and I would trade two of the more conventional stages for another twenty minutes of that. The later bosses lean on contact damage in ways that feel less like difficulty and more like the hitboxes winning an argument, and the difficulty curve wobbles rather than climbs. There is no co-op, no additional mode beyond replaying with different characters, and the achievement list is thin. If your baseline expectation for a purchase is a campaign you can live inside for a week, you are going to close this out feeling like the credits arrived mid-sentence. The community sentiment is warm and has stayed warm since release, but it is warm about a small, specific thing rather than a substantial one, and it is worth knowing which you are buying. I would recommend it without hesitation to anyone who still thinks a game should end while it is ahead. Play it in one sitting with headphones on. Do not look up the level list, because the surprises are most of the point and they only work once. If you grew up on the SNES era of run-and-guns and have been mourning how bloated the genre got, this is a corrective and a very charming one. If you need value measured in hours, look elsewhere and do not feel bad about it. Not every game needs to be your next hundred hours. Some of them just need to be good for ninety minutes and then have the grace to stop.

Indie & narrative
Tags
System Requirements
Minimum
- Processor
- 2 GHz
- Memory
- 1 GB RAM
- Graphics
- OpenGL 2.0 Hard Drive: 150 MB available space
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Game Info
- Developer
- Hörberg Productions
- Publisher
- Hörberg Productions
- Release Date
- Jan 3, 2014
