Game review

CLAWSTRIKE

9 / 10

Developer
Rémi Vansteelandt
Publisher
Rémi Vansteelandt
Released
1 January 2025
Platforms
Web browser (desktop and mobile)
Genre
Action platformer
Monetisation
Free to play, no ads and no in-game purchases
Players
Single-player only

The short version

CLAWSTRIKE is a black cat cutting a bloody, silhouette-black path of revenge through the agents who killed its human, and js13kgames.com's own archived results confirm it was the single best entry across the entire 2025 competition — 1st overall, out of every category and every game submitted that year. The die-and-retry pacing lives up to its billing: deaths reset the level instantly with no loading, no menu, no punishment beyond trying again, and thirty separate competition judges independently praised the shadow-and-silhouette art style, the responsive feel of the combat, and the "meow to distract" mechanic in the same week. Direct testing found a full, working touch control scheme — a proper on-screen d-pad plus dedicated jump, attack and meow buttons — once tested with a genuine sustained touch contact rather than an instantaneous tap, alongside one real, minor rough edge: at least one in-game tutorial prompt still displays its keyboard binding rather than the equivalent touch icon.

Biggest strengths

  • "Die-and-retry" is not just marketing copy: dying in testing reset the level in well under a second with the same checkpoint state, and the deaths counter climbing while nothing else resets is exactly the frictionless retry loop the game promises
  • A real, working on-screen touch control scheme was confirmed directly: dedicated left/right movement buttons, a jump button, a restart button, and separate meow and claw-attack buttons all sit along the screen edges, and pressing them produced correct, distinct in-game actions
  • The black-on-colour silhouette art direction, with each level given its own background palette and consistent shadow rendering underneath every object, is a genuinely distinctive look that js13kgames.com's own judges ranked 1st for graphics across the entire 2025 competition

Biggest weaknesses

  • The on-screen "[TAP] TO START" prompt did not respond to an instantaneous synthetic touch in testing and only worked once tested with a real sustained touch-and-release, which suggests the button may be similarly fussy about very light, fast real-world taps rather than a firm press
  • At least one in-game tutorial prompt ("[SPACE] = ATTACK") kept displaying its keyboard binding during a touch-only test session, even though the title screen's own prompt correctly adapted to show "[TAP]" — the adaptive input-hint system isn't applied everywhere consistently
  • Competition judge Andy Sommerville reported the game crashing twice with an uncaught `TypeError: Cannot read properties of undefined (reading 'x')` partway through the rolling tutorial; this review's own testing did not reproduce it, so it's reported as an unverified but credible first-party account rather than a confirmed finding

Who it's for: Fans of tight, difficult, silhouette-style action platformers who don't mind losing often as long as trying again is instant

Our recommendation: Play it — on desktop the controls are immediately comfortable, and on a phone, give the on-screen buttons a real, deliberate press rather than a light tap

9 / 10

Every so often a js13k entry doesn't just do well, it wins outright, and CLAWSTRIKE is 2025's answer to that: js13kgames.com's own archived results place it 1st overall out of the entire competition field that year, with a 1st-place finish in Theme, Graphics and Audio individually and a 2nd-place finish for Gameplay. That's not a single strong category propping up an average package; it's close to a clean sweep, and the thirty separate comments left on the entry read like thirty different people each finding a different thing to fall in love with.

A licensing note, up front

Before anything else: this review exists, but the game will not be appearing on leetdom's /games shelf. Rémi Vansteelandt's repository carries no LICENSE file, and the README's own License section is explicit and restrictive: "Feel free to read the code but don't use it for commercial purposes. The game is the result of a lot of hard work and I wish to maintain all rights to it. Please reach out if you wish to distribute the game on your portal." That's the author's right to set, and it's a meaningfully different situation from the "no licence stated" games this shelf sometimes hosts with a clear takedown offer attached — here the author has affirmatively said not to redistribute without asking first, so nothing from this game has been copied to this site's own servers, and this review was built entirely by playing the developer's own hosted build directly. Everything below is offered as an honest assessment of the game on its own considerable merits, independent of the hosting question.

The pitch, and why it works

You're a black cat. Someone killed your human. Every level is a short, brutal gauntlet of agents to stalk, distract, and cut down in three hits apiece, and the whole thing runs on instant death-and-retry pacing — miss a jump into spikes or take one hit too many, and the level resets immediately, same checkpoint, no loading screen, no menu detour. Testing confirmed this directly: dying in the tutorial area reset play in well under a second, with only the on-screen deaths counter incrementing to mark that anything had happened. Competition judge Gleb Volkov put it well: "failing doesn't ever feel frustrating because retries happen instantly." The "meow" mechanic — a distraction call that draws an agent's attention without giving away your position — is the one genuinely novel wrinkle in an otherwise familiar stealth-platformer toolkit, and several judges singled it out by name as the game's cleverest idea.

Controls: real touch support, once tested honestly

The game's own js13k listing promises full desktop and mobile support, and this review takes that kind of claim seriously enough to actually test it rather than repeat it. On a simulated phone, an instantaneous synthetic tap on the title screen's own "[TAP] TO START" prompt did nothing at first — a result that looked, briefly, like the mobile-optimisation claim didn't hold up. Retesting with a real sustained touch-and-release (driven through Chromium's actual touch input pipeline rather than an edge-case zero-duration tap) started the game immediately, and a proper on-screen control scheme was waiting: dedicated left and right movement buttons, a jump button, a restart shortcut, and separate meow and claw-attack buttons positioned along the screen edges. Holding the movement button visibly walked the character forward and off a platform edge into a death and instant retry, exactly the loop the game is built around. On desktop, WASD and Space worked identically for movement and attack. The one real, repeatable inconsistency found: a later tutorial prompt reading "[SPACE] = ATTACK" kept showing its keyboard binding throughout a touch-only test session, even though the title screen's own equivalent prompt had correctly swapped to "[TAP]" — the game's input-adaptive UI text isn't applied with full consistency everywhere it appears.

Presentation and the one credible bug report

The visual style is the easiest thing here to simply agree with the judges about: black silhouettes against a different bold flat colour per level, consistent drop shadows under every object, and a camera that moves with real weight during combat. It's a striking, cohesive look for a project built under a hard size limit, and the 1st-place graphics finish is earned rather than generous. One credible, specific bug report is worth passing on rather than either repeating uncritically or ignoring: judge Andy Sommerville reported the game crashing twice with an uncaught TypeError: Cannot read properties of undefined (reading 'x'), both times partway through the level that introduces rolling. Testing here did not encounter this crash in either the desktop or mobile sessions played, so it's reported here as a specific, attributable, first-party account rather than a personally confirmed finding — exactly the distinction a reader deserves between "I saw this happen" and "someone credible says this happened."

Final verdict

CLAWSTRIKE earned its 2025 js13k win honestly: the art direction is genuinely distinctive, the retry loop delivers on its own promise, and — the specific thing this kind of review exists to check — the mobile controls are real and functional rather than a box ticked in a feature list, provided you give the on-screen buttons an actual press. A reported crash bug this review couldn't reproduce, one inconsistent tutorial prompt, and the reasonable, repeated request for gamepad support keep this from a flawless score, but none of it dents what is a genuinely exceptional 13-kilobyte game. The only real asterisk is availability: play it at the developer's own site, because the author has asked, in writing, that it not be mirrored elsewhere without asking first — and that request is being honoured here.

Pros and cons

Pros

  • "Die-and-retry" is not just marketing copy: dying in testing reset the level in well under a second with the same checkpoint state, and the deaths counter climbing while nothing else resets is exactly the frictionless retry loop the game promises
  • A real, working on-screen touch control scheme was confirmed directly: dedicated left/right movement buttons, a jump button, a restart button, and separate meow and claw-attack buttons all sit along the screen edges, and pressing them produced correct, distinct in-game actions
  • The black-on-colour silhouette art direction, with each level given its own background palette and consistent shadow rendering underneath every object, is a genuinely distinctive look that js13kgames.com's own judges ranked 1st for graphics across the entire 2025 competition
  • js13kgames.com's archived results are unambiguous and independently checkable: 1st place overall out of that year's full field, 1st for theme, 1st for audio, and 2nd for gameplay — not a single strong score in isolation but a genuinely dominant showing
  • Thirty separate competition comments, almost all independently praising different specific things (the meow mechanic, the camera work, the particle effects, the shadows, the music), is a breadth of unprompted praise this review has not seen matched by any other js13k entry checked so far

Cons

  • The on-screen "[TAP] TO START" prompt did not respond to an instantaneous synthetic touch in testing and only worked once tested with a real sustained touch-and-release, which suggests the button may be similarly fussy about very light, fast real-world taps rather than a firm press
  • At least one in-game tutorial prompt ("[SPACE] = ATTACK") kept displaying its keyboard binding during a touch-only test session, even though the title screen's own prompt correctly adapted to show "[TAP]" — the adaptive input-hint system isn't applied everywhere consistently
  • Competition judge Andy Sommerville reported the game crashing twice with an uncaught `TypeError: Cannot read properties of undefined (reading 'x')` partway through the rolling tutorial; this review's own testing did not reproduce it, so it's reported as an unverified but credible first-party account rather than a confirmed finding
  • Several judges, independently, asked for gamepad support that isn't present — a reasonable request for a fast-paced action game where jump, roll and attack all currently share one hand on a keyboard, and one judge specifically noted their wrist started to hurt from it
  • This game is not, and cannot be, hosted on leetdom's own `/games` shelf — see the licensing note below

Category scores

Category scores are the reviewer's read on each area. They inform the overall score but do not average into it — the number at the top of the page is a judgement, not a calculation.

  • Gameplay 9 / 10
  • Visuals 9.5 / 10
  • Performance 8 / 10
  • Value 8.5 / 10
  • Originality 8 / 10
  • Replayability 8 / 10
  • Interface 7.5 / 10