Gunman Clive
game
•Updated Oct 2026SteamIndie Games

Gunman Clive

byHörberg Productions

Gunman Clive is a tight, handsome, low-priced homage to the 8-bit platformer that is over in about an hour. It is a great hour, and the short length is a choice you can defend, but it is still the first thing everyone mentions.

Get it$1.99

Where it ranks in Action

Scores 8.0 against a category average of 8.6 — below the Action average, ranking 623 of 763 Action games we've reviewed.

Scores

Score breakdown

How we weighted the criteria

Design
9/10
Innovation
7/10
Value
9/10
Utility
7/10

Our strongest category here is Design (9.0/10); the weakest is Innovation (7.0/10).

Price
$1.99
one-time or subscription
Released
Jan 3, 2014
Platform
Steam
Developer
Hörberg Productions

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Quick summary

Gunman Clive (Steam) — scored 8.0: Gunman Clive is a tight, handsome, low-priced homage to the 8-bit platformer that is over in about an hour. It is a great hour, and the short length i...

Pros

  • Tight, precise run-and-gun controls in the Mega Man and Contra tradition
  • Striking sepia sketch art that stands out in a crowded genre
  • Big, multi-phase bosses that reward learning their patterns

Cons

  • Most players finish it in about an hour
  • Some one-hit hazards blend into the backgrounds
  • Difficulty spikes can feel abrupt

Verdict

Is Gunman Clive worth it?

Gunman Clive knows exactly what it is and does almost all of it well. The controls are tight, the bosses are memorable, the art is distinctive, and it moves through its ideas without wasting your time. Its weaknesses come from the same choices as its strengths. Brevity keeps it focused but means few ideas get developed, and the sketchbook art gives it a strong identity but sometimes hides the hazards that kill you.

At its very low price, it's an easy recommendation for anyone who grew up on 8-bit platformers or wants to understand why people still miss them. Don't expect a long game. Expect a short one that's worth replaying.

Pros

  • Tight, precise run-and-gun controls in the Mega Man and Contra tradition
  • Striking sepia sketch art that stands out in a crowded genre
  • Big, multi-phase bosses that reward learning their patterns
  • Alternate characters that genuinely change how you play
  • Very low price with strong replay and speedrun value

Cons

  • Most players finish it in about an hour
  • Some one-hit hazards blend into the backgrounds
  • Difficulty spikes can feel abrupt
  • Level gimmicks rarely get a second, harder variation
  • Feels best on a gamepad; keyboard play is merely adequate

Pricing: $1.99

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Gallery

Screenshots

1 screenshot · tap to enlarge

What stands out

Key features

  1. Classic run-and-gun platforming: Precise jumping and shooting in the style of Mega Man and Contra, with one-hit environmental hazards and enemies placed with care.
  2. 16 handcrafted stages: Each level adds a new idea: mine carts, rafts, collapsing bridges, moving platforms. Few ideas get reused.
  3. Multi-phase boss fights: Large, mechanical set-piece bosses that change patterns partway through and test what each stage taught you.
  4. Weapon upgrades: Pickups such as a spread shot change your options mid-level, Contra-style.
  5. Sketchbook 2.5D art: Full 3D models on a 2D plane, shaded to look like sepia pencil drawings on parchment.
  6. Alternate characters: Play as Ms. Johnson, who floats down slowly using her dress, or as a duck. Both change how you move through the levels.
  7. Multiple difficulty settings: Built for replays and speedruns, not a single run.

Full review

Gunman Clive in depth

Bottom Line: Gunman Clive is a tight, handsome, low-priced homage to the 8-bit platformer that is over in about an hour. It is a great hour, and the short length is a choice you can defend, but it is still the first thing everyone mentions.

The Gameplay Loop

The basic verbs are run, jump and shoot. The quality is in the tuning. Clive's jump has the right amount of commitment: you can steer him in mid-air, but not so much that bad timing gets forgiven. His shots travel at a readable speed. Enemies appear where you can see them coming. That matters more than it sounds, because in a game where many hazards kill in one hit, fairness depends on clear telegraphing. Gunman Clive mostly telegraphs well.

The loop is the classic one: learn the layout, die, memorize, then come back and play it cleanly. Stages are short enough that dying doesn't cost much, and that keeps the loop moving. You are rarely more than a minute or two from where you failed. For a game this willing to kill you, that pacing is the right call.

Level Design: One Idea, Then Move On

This is where Gunman Clive stands out from most retro-styled indies. Every stage is built around a distinct gimmick, and the game drops each gimmick before it gets stale. A mine-cart level asks you to read the track ahead while enemies shoot at you. A raft stage turns the screen into a slow scroll you can't control. Collapsing bridges punish hesitation. The enemy roster keeps pace: cowboys, cannons, mechanical contraptions, and ducks, which are funnier than they have any right to be.

The upside is variety packed tightly into a small game. Nothing feels padded. The downside is the other side of that coin. Because each idea gets one level, almost none of them get developed. A great mine-cart stage ends before it can build to a harder second act. You often leave a level wishing it had a sequel, and in a sense it did, because Hörberg went on to make Gunman Clive 2.

Bosses

The bosses are the best part. They're big, they're mechanical, and they come in multiple phases that change the attack pattern just as you get comfortable. The best of them are memory tests dressed up as spectacle: you'll lose to the second phase a few times, learn its rhythm, and then beat it with a satisfying sense that you earned it. They are the clearest evidence that this is the work of someone who studied Capcom's NES-era bosses closely instead of just admiring them.

Difficulty and Its Friction

The common criticism holds up. Difficulty spikes exist, and one-hit hazards can feel cheap when a platform's edge or a falling object isn't perfectly readable against the sketch-style art. The game is never unfair in a systemic way, but it has moments where a death feels like the art's fault rather than yours. The multiple difficulty settings soften this a lot. Newcomers can drop down a level, and veterans can go up to find the game the speedrunners play.

Alternate Characters: Real Replay Value

Ms. Johnson and the duck could have been throwaway costumes. They aren't. Ms. Johnson's slow, floating descent changes how you approach gaps and vertical sections, and some precision jumps become simple while others get trickier, because floating means less control over where you land. That's the right kind of replay feature. It changes how you read the same levels, rather than just changing the sprite.

Length

Most players will see the credits in about an hour. That's a fact, not an exaggeration. Whether it counts as a flaw depends on how you play. If you play a game once and move on, Gunman Clive will feel thin, even at its very low price. If you replay on higher difficulties, try other characters, or chase your own best times, the short runtime becomes the point. A one-hour game can be learned completely, and mastery is what this genre has always been about.

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Top in Action

How Gunman Clive ranks among our 763 published Action reviews.

RankNameOur scorePlatformsPrice
#1CelesteScores 1.8 higher than Gunman Clive9.8Steam, Nintendo Switch$19.99
#1Deus ExScores 1.8 higher than Gunman Clive9.8Steam$6.99
#1God of War (2018)Scores 1.8 higher than Gunman Clive9.8Steam$49.99
#623Gunman CliveThis review8.0Steam$1.99

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FAQ

Common questions

Is Gunman Clive worth it?

Gunman Clive knows exactly what it is and does almost all of it well. Our experts scored Gunman Clive 8.0 out of 10 — recommended.

Why does Gunman Clive score 8.0 out of 10?

With a score of 8.0 out of 10, Gunman Clive lands in our recommended band. Design is its strongest category at 9.0 out of 10. Innovation is the weakest at 7.0.

What do our experts like most about Gunman Clive?

Tight, precise run-and-gun controls in the Mega Man and Contra tradition. Striking sepia sketch art that stands out in a crowded genre.

What do our experts say is Gunman Clive's biggest weakness?

Most players finish it in about an hour. Some one-hit hazards blend into the backgrounds.

About this review

How we scored Gunman Clive

Gunman Clive was scored on Design, Innovation, Value and Utility — each from 1 to 10, with the same rubric as every other game in its category — for an overall 8.0. Research and drafting follow Rankeno's fixed editorial rules; the rubric, the checks before publishing and the decision to publish are ours. Published Oct 1, 2026.

Editorial disclaimer The reviews and scores on this site are based on our editorial team's independent analysis and personal opinions. While we strive for objectivity, gaming experiences can be subjective. We are not compensated by developers for these scores.

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