Key art for WAR RATS: The Rat em Up

Game review

WAR RATS: The Rat em Up

7 / 10

Developer
wootusart Industries
Publisher
wootusart Industries
Released
22 April 2025
Platforms
Windows
Genre
Action, Indie
Players
Single-player

The short version

Biggest strengths

  • Genuinely charming, entirely solo-drawn hand-crafted art style and character design that reviewers consistently praise as the game's clearest strength
  • A strong nostalgic combat loop deliberately recalling early Flash-era side-scrolling war games like Age of War, executed with real polish and a distinct comedic voice
  • A killer, well-liked soundtrack and genuinely funny writing that lands consistently for fans of the tone

Biggest weaknesses

  • Real, specific bugs including a softlock during the tower-building tutorial section and a keybinding issue where number keys always swap weapons rather than selecting a specific one
  • A reportedly broken New Game+ mode at the time of review
  • Many equippable upgrades described as functionally inert, either doing nothing or applying only to a weapon the player doesn't currently own

7 / 10

The Great Rat War, drawn entirely by one person

WAR RATS: The Rat em Up sends players scurrying through a side-scrolling conflict against the vile TechnoRat armies, recruiting units, building structures, and upgrading weapons in a combat loop explicitly modeled on beloved early Flash-era war games. Based on the available English-language review sample of 326 reviews — 310 positive, 16 negative, landing at an overall Very Positive rating — the single most remarkable, most consistently praised fact about this game is that nearly all of it was made by one person. "This game was developed by ONE MAN. He did all of the art, SFX, and programming himself — leaving only the music to be made elsewhere — yet it still fits like the final piece of a puzzle. The graphics are beautiful — due to it being a solo creation, the artistic vision and style are rock-steady through the whole game," one reviewer writes, capturing exactly the specific, hard-won cohesion that comes from a single creative vision.

A separate reviewer situates the game precisely within its clear genre inspiration: "A side scroller Rat based shoot'em up style game. It reminds me of old flash games like Age of War, but Rat themed and with a whole lotta passion behind it. A great combat loop, with fun achievements and a killer, metal soundtrack that fits and compliments the bombastic style." Notably, several reviewers preemptively address the "just an old flash game" comparison directly, treating it as a compliment rather than a knock: "People keep bringing up that it plays like an old flash game like that's a bad thing," one reviewer writes pointedly, capturing a genuine, shared sense among fans that this comparison is being unfairly weaponized against a game deliberately built to evoke that specific era.

A developer who's genuinely listening

Beyond the core game itself, reviewers repeatedly credit the developer's direct, active engagement with the community. One reviewer's account of revising their own initial impression is worth including in full: "My first review of this game was about big rat nuts and how that is funny. I am changing it because this game deserves to be praised for what it is. I have seen genuine care and improvement, and I feel that actual love went into making it. I don't think a lot can be said for some games made these days." A separate reviewer describes the developer directly responding to their own detailed critical review with specific, personal engagement, addressing individual complaints point by point — a genuinely uncommon level of direct developer-to-reviewer dialogue for a small indie title.

Real, specific bugs behind the charm

Set against that goodwill, this review sample raises genuine, concrete technical problems worth taking seriously. "Got softlocked in the tower building part of the tutorial, had to restart," one detailed reviewer writes, listing several additional specific issues in the same review: "Weapons aren't automatically reloaded when you start a mission. Why does pressing 1 and 2 swap your weapon, no matter which one you pressed? 1 should select the first weapon, and 2 should select the second weapon." That's a specific, reproducible interface complaint distinct from ordinary difficulty or content grumbling — a genuinely confusing keybinding choice that undermines quick weapon-switching during combat.

A separate, detailed reviewer identifies deeper balance and content problems: "The art's cute and the concept is funny, but this is basically a NewGrounds Flash game from the early aughts complete with unbalanced upgrades and disastrous slowdown once things get crowded. Many of the equippable upgrades literally do nothing (and most of the rest are of the 'upgrade this specific weapon' which you aren't using and might not even own), apparently New Game+ is broken." A separate reviewer confirms real, if generally described as harmless, bugginess: "there are a LOT of bugs, mostly harmless or visual, but occasionally pretty bad (like getting stuck in place or units not targeting enemies killing them). I don't think the units and weapons are very balanced either."

A short campaign, and a question about the score itself

Several reviewers raise a related concern about overall content length and replay value. "Its fairly fun, for $10 that I got it for it really shines. The thing is, I got to last level in about 4h and after I beat it, I don't really see myself going back to this game. It does have replayable content stuff (Skirmish, Horde) but I don't really see the fun extending past finishing Campaign," one reviewer writes, offering a fair, specific account of the game's actual scope. A separate reviewer raises a more pointed, self-aware concern about the review sample as a whole: "It was somewhat fun for a while but became repetitive quickly and hasn't improved much on the older original games in the genre... I was persuaded in large part by the very high review score but I'm guessing if the game didn't have a rat theme to meme the score would drop exponentially." That's a genuinely fair, worth-reporting observation — a game with this much specific meme-driven cultural momentum behind it can attract enthusiastic reviews partly on charm and community goodwill, independent of how the underlying mechanics hold up in isolation, and this reviewer is candid about weighing that dynamic directly.

Where the depth actually lives

The achievement data offers a useful, corroborating picture of the game's actual structure. Across 40 total achievements, early campaign-progress milestones sit comfortably above 65-83%, while the hardest challenges — beating the game on Hard, completing a New Game+ run, clearing 30 waves of Horde mode, and the punishing "Iron Rat" permadeath-style difficulty tiers — fall to between 2.3% and 3.4%. That's a real, wide spread confirming genuine structural depth exists for dedicated players willing to push into the harder difficulty settings, even if the base campaign itself runs comparatively short.

Where this leaves it

WAR RATS: The Rat em Up succeeds completely as a passion project, delivering genuinely charming, cohesive hand-drawn art and a nostalgic combat loop that clearly resonates with fans of the Flash-game era it deliberately evokes, backed by a solo developer whose direct, personal engagement with the community draws real, earned goodwill. Its real, specific bugs — a tutorial softlock, a confusing weapon-swap keybind, inert upgrades, and a broken New Game+ — are genuine quality concerns worth knowing about going in, and the base campaign's roughly four-hour length means the harder difficulty tiers and additional modes carry most of the game's long-term value. Recommended for fans of nostalgic side-scrolling war games and absurdist charm looking for a short, funny, genuinely heartfelt experience; worth weighing the specific reported bugs against how much the meme-driven enthusiasm around this release might be inflating expectations relative to its underlying mechanical depth.

Pros and cons

Pros

  • Genuinely charming, entirely solo-drawn hand-crafted art style and character design that reviewers consistently praise as the game's clearest strength
  • A strong nostalgic combat loop deliberately recalling early Flash-era side-scrolling war games like Age of War, executed with real polish and a distinct comedic voice
  • A killer, well-liked soundtrack and genuinely funny writing that lands consistently for fans of the tone
  • A demonstrably active, responsive solo developer who has shipped frequent updates and engaged directly and personally with detailed critical feedback
  • A wide, 40-achievement structure including hard and "Iron Rat" difficulty tiers that gives dedicated players real long-term challenge to chase

Cons

  • Real, specific bugs including a softlock during the tower-building tutorial section and a keybinding issue where number keys always swap weapons rather than selecting a specific one
  • A reportedly broken New Game+ mode at the time of review
  • Many equippable upgrades described as functionally inert, either doing nothing or applying only to a weapon the player doesn't currently own
  • A short main campaign, completable in roughly four hours by several accounts, with additional skirmish and horde modes that don't fully sustain long-term interest for everyone
  • At least one reviewer specifically questions whether the game's meme-driven popularity has inflated its review score beyond what the underlying, admittedly repetitive Age-of-War-style gameplay would otherwise earn on its own merits

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 6.5 / 10
  • Visuals 8.5 / 10
  • Originality 6.5 / 10
  • Story 6 / 10