
Skybolt Zack delivers a unique gaming experience - all the fun and excitement of an arcade platformer married with the feel of a Japanese rhythm game. Ditching the pixel perfect precision of traditional platformers, Skybolt Zack introduces new mechanics that are equally challenging but fresh and exciting. Players will have their dexterity and quick thinking tested in equal measure. Reacting to the enemies on screen, players must Dash and Rocket Punching and Charge Attack their way from enemy to enemy by colour matching the buttons on the gamepad to the enemies on screen before bouncing off of them to reach new heights. The higher the player climbs, the more difficult the game gets, but the more rewarding it becomes... Skybolt Zack is designed to prioritise gameplay above all else, featuring 48 frantic, colourful and challenging levels. The player is always in control of their success or failure, testing their fortitude with every failure and rewarding every success with intense euphoria!


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Unified technical telemetry aggregated from Steam, Valve Steam Deck, ProtonDB, PCGamingWiki, and IGDB.
| Sprache | Oberfläche | Ton | Untertitel |
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| Englisch | |||
| Deutsch | |||
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| Portuguese (Brazil) |
Official minimum and recommended hardware configurations.
Top helpful player reviews pulled directly from the Steam open registry with verified playtime hours.
Just wanted to give some quick impressions about the game since I got to play it during its free weekend period just now. Skybolt Zack is a 2D Rhythm Platformer; you can jump with the A button (X if you have a DS4) and attack enemies with the other 3 face buttons. The main concept of the game is to complete the level, racking up score by defeating enemies and chaining your attacks, however all enemies are assigned 1 of the 3 main colours which are assigned to the 3 face buttons I mentioned earlier. For example, if you set the colours to Purple, Green and Red, pressing the corresponding button on the corresponding enemy colour will have Zack attack them, and then chain his next attack onto the next enemy you destroy and so on. So the idea is to keep the chain going to rack up the maximum score possible. What I played of the game was pretty good, although sadly I am not very skilled at r
Amazing fast paced arcarde gem : - Many fun mecanics with a lot of levels - Gameplay feels very polished - Controls are tight - Artwork is gorgeous, and the cool effects never gets in the way - The music is awesome - Speedrun mode already there, and score/time attack by levels If you like action games, just go for it immediately!
Amazing arcadey experience that became horribly overlooked. What a hidden gem this one is. There's tons of polish throughout, from the visual style, the music, the gameplay, and especially the level design. The concept is easy to understand, as there's different colors of enemies that you can attack by pressing the corresponding colored button of your controller (which is highly recommended). The goal is to beat each stage as quickly as possible, while getting a good combo with lots of color swaps contained in it. It plays like a more actiony/rhythm version of a 2D Sonic game, and it's great. Each stage has multiple branching paths, including many with alternate, more challenging exits to reach that award higher multipliers. Very satisfying to finally nail the perfect run on the hardest route to get those Z ranks! Recommended!
This is a fantastic game. Such an underrated hidden gem. I never heard of this game anywhere else besides the group i'm a part of. Such a shame. I haven't had this much fun with game in years. Please, give it a chance.
Skybolt Zack is an incredibly amazing game. I cannot even describe the amount of fun I had with this game. Highly recommend use of a controller for this game - if you're okay with that, you will have an amazing time. Dont miss this one.
In concept, I think this game is fine and could have worked, if exactly ONE change was made. I'll get to that in a bit. The core mechanics are really cool - it really is like a cross of a platformer and a rhythm game, but doesn't quite feel like either of the two. It's color matching + figuring out which direction you want to move or bounce, and the multi-tiered level design means that mistakes aren't punished with death, just the inability to reach a higher path. That's good design. The difficulty curve is also fairly smooth - the lower-tier levels start off easy, get a bit harder in world 2, then by worlds 3 and 4 there's real challenge. And then world 5... okay, I'll get back to that. Promise. And the higher you go on the multi-tiered paths the harder the levels get, and staying there subsequently becomes even harder. I have some minor gripes with the control scheme - often I found m
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