Game review
Bat Boy
7 / 10
- Developer
- X PLUS Co., Ltd., Sonzai Games
- Publisher
- DANGEN Entertainment
- Released
- 25 May 2023
- Platforms
- Windows
- Genre
- Retro Platformer
- Monetisation
- One-time premium purchase; no ads, DLC or in-game store found
- Players
- Single-player only; no online, co-op or PvP modes
The short version
Bat Boy commits fully to a delightfully odd premise — a high-school baseball star who moonlights as a sentai-style superhero, fighting crime alongside fellow sports-star friends corrupted by an interdimensional threat — and wraps it in NES-inspired platforming clearly indebted to Mega Man and, more directly, Shovel Knight. Reviewers consistently enjoy the three-to-six-hour campaign, praising its charm, forgiving checkpoint system and stamina-gated special abilities.
The recurring critical verdict, stated almost identically across multiple reviews, is that Bat Boy is competent at everything it attempts without excelling at any of it — the direct Shovel Knight comparison it invites is one reviewers say it consistently loses. A real, dense post-launch bug-fixing cycle addressed dozens of specific issues in its first three months, but reports of a controller-disabling bug and a final-boss progression lock suggest not every issue was caught before support activity slowed.
Biggest strengths
- A genuinely charming, distinctive premise blending sentai superheroics with a sports theme, which reviewers say the game leans into at its best moments rather than treating as a gimmick
- Forgiving difficulty design: no lives system, immediate retry from the last checkpoint, and no loss of currency or collectibles on death, letting the platforming challenge come from the levels rather than punishing failure states
- A real, dense bug-fixing cycle in the months after launch, with numerous patches addressing specific softlocks, out-of-bounds exploits, and boss-behaviour issues found by the community
Biggest weaknesses
- The near-unanimous critical verdict is that Bat Boy is competent rather than exceptional at everything it attempts, consistently compared unfavourably to Shovel Knight on graphics, controls, music and character design specifically
- Special abilities are gated behind a limited stamina resource, which several reviewers say discourages using the game's more interesting tools as freely as they'd like
- Hit detection is described by more than one reviewer as inconsistent, with enemies sometimes taking damage from further away than the attack animation suggests and other times not registering hits that should land
Who it's for: Retro platformer fans who enjoy a short, forgiving campaign with genuine personality, and who don't need the genre's absolute best-in-class execution to have a good time. Less suited to anyone expecting Shovel Knight-level polish or wanting a long campaign.
Our recommendation: A solid, charming pickup for retro platformer fans on a discount — just be aware of specific reported bugs around controller input and the final boss before committing to a single uninterrupted playthrough.
7 / 10
Sports and superheroics don't usually share a pitch, but Bat Boy commits to the combination with a straight face: Ryosuke is a high-school baseball star by day and, alongside his fellow sports-star friends, a sentai-inspired superhero by night, fighting an interdimensional threat that's corrupted his teammates. It's a genuinely funny, distinctive premise for an NES-inspired platformer, and reviewers consistently say the game is at its best when it fully leans into that idea rather than treating it as set dressing around more generic platforming.
Familiar mechanics, worn comfortably
The moment-to-moment structure will be instantly recognizable to fans of Mega Man and, more directly, Shovel Knight: defeat stage bosses to earn new abilities, use those abilities to access previously unreachable areas, and manage a stamina resource that gates special moves. Reviewers praise the forgiving difficulty design specifically — no lives system, immediate retry from the last checkpoint, and no loss of currency or collectibles on death — which keeps the challenge focused on the platforming and boss patterns themselves rather than punishing experimentation. The retro pixel art and soundtrack draw consistent praise, strong enough that a vinyl soundtrack release followed roughly a year after the game's launch.
Competent, not exceptional — and reviewers say so directly
The single most consistent thread across this review's research is a near-identical verdict appearing independently across multiple reviews: Bat Boy does everything reasonably well without excelling at any one thing, and the direct comparison to Shovel Knight it invites is one it consistently loses. One detailed review states this plainly: "Better graphics, sounds, music, control, character design, everything is amazing [in Shovel Knight]. Bat Boy, while good, just doesn't reach that level." A related complaint concerns ability variety echoing a familiar Mega Man critique — a reasonably large toolkit of special moves that, in practice, several reviewers say they only use once or twice across an entire playthrough, undercutting the sense of build variety the ability-gated structure implies. Hit detection draws separate, specific criticism, with more than one reviewer describing inconsistent registration — attacks connecting from further away than the animation suggests, or failing to land when they visually should.
Real bugs, some fixed and some apparently not
Bat Boy's developers responded to launch with a genuinely dense bug-fixing cycle: patches through its first three months addressed dozens of specific, reproducible issues, including softlocks tied to a grappling ability in one level, boss-behaviour glitches, out-of-bounds exploits, and collision detection problems with specific attacks. That's a real, substantive commitment to quality that deserves credit on its own terms. Set against that effort, two more serious reports remain concerning: at least one player describes a bug that disables controller input entirely, with even re-enabling the controller leaving movement non-functional while attack buttons still register, forcing a switch to keyboard mid-playthrough. A second, separately reported bug can lock all further progression after defeating the final boss's second phase and re-entering the fight — a genuinely serious issue for anyone attempting full completion, and one that doesn't appear addressed in the patch notes reviewed for this piece.
A short campaign backed by real production values
Bat Boy began as a successfully funded Kickstarter project, and that grassroots backing shows in some of its stronger production choices — distinctive character and enemy design, a soundtrack good enough to warrant a physical release, and enough post-launch investment to add an entire dedicated Speedrun+ mode for players who want more out of what most reviewers finish in three to six hours. That's a short campaign by platformer standards, and one worth weighing against the roughly twenty-two dollar asking price, though few reviewers frame the length itself as the game's central flaw the way some other short indies in this lane have drawn that specific complaint.
What the completion data shows
Achievement figures back up the shape of a short, forgiving campaign that most buyers see through to a reasonable degree of completion: the earliest tracked milestones sit in the 60-85% range, while collection-focused achievements tied to fully hunting down every hidden item — animal companions, music tracks, currency caches — drop into the 12-18% range. That's a gentler curve than many platformers in this genre, where completionist achievements often sit under 5%, and it lines up with reviewer accounts of a game that's more interested in being finished than in gatekeeping its ending behind punishing mastery. It also means the reported final-boss progression lock, while serious for the players it affects, likely represents a minority experience rather than a universal blocker, since a meaningful share of the playerbase does appear to reach and clear that point in the game.
A Kickstarter promise, mostly kept
It's worth crediting Bat Boy for following through on its crowdfunded origins in a way not every backed project manages. The game reached full Kickstarter funding in August 2022 after a public campaign, and shipped less than a year later with the specific features backers were promised still intact — the Speedrun+ mode, ongoing bug support, and the sports-sentai premise all present in the shipped game rather than quietly cut for scope reasons, a pattern that unfortunately isn't universal among crowdfunded indie titles. That follow-through doesn't erase the specific shortcomings detailed above, but it's a meaningful point in the developers' favour worth stating plainly.
Where it lands
Bat Boy is a solidly built, genuinely charming retro platformer that never quite closes the gap between itself and the genre benchmark it so directly invites comparison to. Its forgiving difficulty design and distinctive premise make for a pleasant few hours, and the developers' documented commitment to fixing bugs in the months after launch is real and substantive. The specific, unresolved reports of a controller-disabling bug and a final-boss progression lock are serious enough to flag before a completionist playthrough, but they don't undo what is, on the whole, a well-made and likeable entry in a crowded genre.
Pros and cons
Pros
- A genuinely charming, distinctive premise blending sentai superheroics with a sports theme, which reviewers say the game leans into at its best moments rather than treating as a gimmick
- Forgiving difficulty design: no lives system, immediate retry from the last checkpoint, and no loss of currency or collectibles on death, letting the platforming challenge come from the levels rather than punishing failure states
- A real, dense bug-fixing cycle in the months after launch, with numerous patches addressing specific softlocks, out-of-bounds exploits, and boss-behaviour issues found by the community
- Distinctive retro pixel art and a well-received soundtrack, strong enough that a vinyl release followed roughly a year after launch
- A dedicated Speedrun+ mode added post-launch, giving completionist and speedrunning players a reason to revisit a short campaign
Cons
- The near-unanimous critical verdict is that Bat Boy is competent rather than exceptional at everything it attempts, consistently compared unfavourably to Shovel Knight on graphics, controls, music and character design specifically
- Special abilities are gated behind a limited stamina resource, which several reviewers say discourages using the game's more interesting tools as freely as they'd like
- Hit detection is described by more than one reviewer as inconsistent, with enemies sometimes taking damage from further away than the attack animation suggests and other times not registering hits that should land
- A specific, serious bug reported by at least one player can disable controller input entirely, with even re-enabling the controller leaving movement non-functional and only attack inputs working
- A separately reported bug can lock all further progression after defeating the final boss's second phase and re-entering the fight, a serious issue for a completionist playthrough