Average Playtime: 2 hours

Super Comboman: Don't Mash Edition

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About

Modern platforming action gets an extra helping of classic 2D fighting! Bust mad combos across 16 action-packed levels as Struggles, the comic book nerd with a sick arsenal of flashy moves. Action fans, fighting fans, and air combo fans...this one’s for you.Key Features:
  • Physics-based combat system inspired by fighting games
  • 15 unlockable Special Moves and Perks
  • Colorful sticker-based art style
  • 16+ stages to master
  • Environmental combo-based puzzles
  • Dozens of stickers to collect and add to your virtual sticker book
  • Training mode to get those combos JUST right
  • Mullet-domed hero with a talking fanny pack
Platforms
Release date
Developer
Interabang Entertainment
Publisher
Interabang Entertainment
Age rating
Not rated
Website
http://www.supercomboman.com/

System requirements for PC

Minimum:
  • OS: Windows 7 or higher
  • Processor: 2.80GHz Processor
  • Memory: 4 GB RAM
  • Graphics: Video card with 512MB of VRAM
  • Storage: 3 GB available space

System requirements for macOS

Minimum:
  • Processor: 2.80GHz Processor
  • Memory: 4 GB RAM
  • Graphics: Video card with 512MB of VRAM
  • Storage: 3 GB available space
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Last Modified: Sep 29, 2022

Where to buy

Steam

Top contributors

Sinkler

1 edit
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19 items

Super Comboman: Don't Mash Edition reviews and comments

Translated by
Microsoft from French
Yes but... little beat them all that looks interesting but is badly buggy on display. We see nothing in the menu of competences (black frame on the different choices) and so we choose at the nose... which is quite Genant. same in the game, where there should be bang, crash or other anamatopoeia when one strikes, we have half of the text or not at all. an impression of not finished yet.
Translated by
Microsoft from French
Interesting concept. Eye-catching graphics for a small platformer... but as has already been said, the latency of the action (after pressing the button) is unbearable. I'm being exterminated by the first boss because I can't react quickly enough to his attacks. The jumps are laborious and I'm not talking about the wall-jumps. The positioning of the keys by default for the XBOX controllers is not the happiest and for an Obsure reason the change of the keys for the trigger is not really operating. In short, there was a potential but the pleasure is tainted by a rigid and frustrating playability.
Translated by
Microsoft from French
Where to start... Already the game is not handy: double-jumps, wall-jumps, dodging... It's an ordeal! Then, the very principle is zero: we jam the key of attack. Well, either... Where it gets serious is that the level design is too vicious: fire falling suddenly, enemies placed pile at the place that bothers you the most, not clear planes, deadly elements while nothing indicates. But the worst: the game is packed with bugs. And not only display bugs: some just prevent progress. No choice but to start over. Too bad because the game is pretty pretty. But even the few cool ideas turn out to be null: notes of anecdotal levels, useless combos to buy, collectible stickers without interest... In short, this game is an absolute nullity unplayable, stuffed with bugs and boring to die.
Translated by
Microsoft from Deutsch
Super Comboman is a visually and fundamentally playfully interesting indie game. Despite misleading Titles and totally unbalanced fight system, End-boss scolia requirements and poor Collision Query, there is a Recommendation. Because of Patches, though, there's definitely more to it. Pros: + Appealing comic look with sticker style + Storyintro with abundant Drawing Caricature/humor + 2D beat ' Em-up mechanics + Kaputtmach-Potential makes Whim Cons:-Story from Intro irrelevant, no more Cut-combo mechanics virtually non-existent/not Unique-the Game title "Remember Me" would have deserved rather ...-Collision Query for Jumps and batting Feedback bad-Walljumps totally unwieldy and certified designed-Scene Change to suddenly/illogical-> after Abating Lands one usually without perfect Traceability somewhere in the Air-End Opponents are unexpectedly heavy-Blows that pull off equal sures 5 of the Life Bar, no reasonable Estimability of their Moves, no Gearforms-Gameplay quickly repetitive, must be played dosed
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