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In the year of 18XX, the west is overrun by thugs and outlaws. A group of bandits have kidnapped Mayor Johnsons daughter and are spreading havok across the land. Only Gunman Clive can bring order to the west and save the girl! Jump and shoot your way across 16 diverse and challenging levels and fight massive bosses.
Release Date: Jan 3, 2014
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“From start to finish, Gunman Clive is a fantastic platformer”
8.7 – IGN (3DS)

“the game is still a steal at $2. Fans of 2D action platformers need to check it out”
8 – Destructoid (3DS)

About the Game

In the year of 18XX, the west is overrun by thugs and outlaws. A group of bandits have kidnapped Mayor Johnsons daughter and are spreading havok across the land. Only Gunman Clive can bring order to the west and save the girl!

Jump and shoot your way across 16 diverse and challenging levels and fight massive bosses. Gunman Clive is an old-school sidescrolling platform game set in the old west with full 3D graphics and a unique artstyle.


  • Old school sidescrolling action
  • Full 3D graphics
  • Unique sketch shaded artstyle
  • 3 different playable characters
  • Dozens of different enemies
  • Epic boss battles
  • Supports Xbox 360 controllers

System Requirements

    • OS: Windows XP SP2
    • Processor: 2 GHz
    • Memory: 1 GB RAM
    • Graphics: OpenGL 2.0
    • Hard Drive: 150 MB available space
Helpful customer reviews
13 of 14 people (93%) found this review helpful
1.0 hrs on record
The scene is set: bandits have overrun the town, absconded with your love, and left a trail of destruction and peril in their wake (not to mention a rampant duck infestation). As the only hope left in the rampant west, you must don your sharpshooter and set out to take back the hostage (and maybe score a kiss in the process)!

Clearly I could be talking of no other game than Gunman Clive, a western side-scrolling shooter with a stylish look and a budget price tag, originally released on the 3DS and now making its way to PC. It’s a simplistic game that could have easily felt at home on the NES, featuring many of the basic design philosophies common in that generation. You have a very limited range of moves, capable of jumping and shooting and little else, and are sent through short platforming levels with only spouts of variation therein, ending with a climactic boss fight that seems designed more to test who has the fastest trigger finger than anything else.

There are a few ways to look at a game of this nature. On one side, side-scrolling shooters have seen a great deal of innovation in recent years taking advantage of modern technologies to create games the likes of which could never have existed on the limited tech that started the genre, and making something like this seem a tad outdated in comparison.

On the other there’s absolutely nothing wrong with a simple, dare I say retro, simplicity which Gunman Clive so fully embraces. In some ways I enjoyed having such an uncluttered and uncomplicated direction that doesn’t require a great deal of thought to play, and is almost refreshing compared to more advanced titles of recent memory. All that said, what developer Bertil Horberg never managed or even attempted, was to outdo my expectations.

Every set piece, enemy encounter, and platform design felt like something I’d seen and played a hundred times over already, and eventually began to grate on me as scenes unfolded with so little originality. I can forgive a game to paying homage to others, but there’s something so...generic, about the way Gunman Clive plays, that I found it hard to be impressed after the initial awe of the fantastic visual style. The cheap deaths and lack of any checkpoints within levels also proved frustrating, for however short they may be.

Were it to cost anymore I might have a hard time recommending Gunman Clive in any great respect, but for $2 it’s a perfectly solid (if often unremarkable) experience, that most should have no trouble finding an hour or two of enjoyment in. I would have liked for the developer to have spent more time designing and fine tuning the levels and controls, as most of the budget and focus seems to have been spent on the visuals (which while great, can’t make up for average to mediocre gameplay), but all the same there are far worse things to spend $2 and an hour of your time, provided you know what you're getting.
Posted: March 25
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11 of 15 people (73%) found this review helpful
0.7 hrs on record
You can play as a duck. 10/10
Posted: July 8
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4 of 4 people (100%) found this review helpful
1.7 hrs on record
A short but sweet platformer that is well worth the cheap $2 price tag. I loved the charming cartoony style of the graphics, and they could go up to very high resolution. The soundtrack is very suiting as well. If you are a fan of Mega Man games, you'll love this wonderful platformer with a Wild West twist.
Posted: May 25
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1 of 1 people (100%) found this review helpful
2.3 hrs on record
This game has a lot of flaws. Not game breaking ones, but they are there, taunting you constantly. Now, I have this game on the 3DS, but somehow it got screwed up on steam, and there is absolutely no way I can really describe why this is; and I'm sure I'm alone on that. But let me explain how I feel about Gunman Clive.
The presentation is wonderful. The art style matches the scenario, and it looks great anyways. The graphics support the look greatly. But the flaws lie in the gameplay. Now to stop any confusion, I like and recommend this game, but for sakes and purposes, I really need to address everything I didn't like and what I did like, about this game. First and foremost, the jumping is a bit odd. It's not like you can't get used to it, but due to how short lived the game in nature really is, it is simply hard to get used to overall. I'll get to it's duration later. For now, with the odd jump mechanic, this makes platforming unneccesarlily difficult, leading to pretty cheap deaths especially when you first start playing. Shooting is a key aspect of the game, and it is pretty fun. The upgrades are odd though. I can think of two upgrades are useless and the rest are very helpful; assuming you can keep them longer than a few seconds. Seriously, keeping an upgrade for a long period of time is impossible, because if you get hit, you lose your upgrade. Just to clearify, this game can be compared to Mega Man, so with this in mind, and can tell you that YOU GET HIT, ALOT. Like, way too often. At least in Mega Man, the jumping is more precise and shooting things is more satisfying. But then again, with the upgrades, it's like Contra. But in Contra, you can shoot in all 8 directions. OH yeah, I forgot to mention you can only shoot straight forward. This limits you to shooting straight left or straight right. In that regard, it is more like Mega Man than Contra. It's almost as if they put Mega Man in the world of Contra, and BOOM! You have this game. Well, not really. The game still heavily consists of platforming, some of which require precise jumps, but with the poor jumping mechanics, IT'S TOO DAMN HARD! I don't have a problem with a hard game, but the difficulty seems to be based off the poor gameplay and not clever design. Hold on, I know what you must be thinking; "HOW is the jumping broken?" Well, let me put this simply to solidify the idea permanently into your head ~ you fall at the same rate as you go up jumping.
The music follows a central theme, and typically has the same couple of notes. But since this game is so short it really doesn't get annoying at all; Catchy even. But the music is undeniably pretty cliché for a western themed... Anything, really.
I talked a little bit too much about the jumping, so let's move on to the shooting. As mentioned before, the power ups are cool, for a bit. Until you lose them and probably die shortly afterward. Anyways, the main enemies (Who are colored blue for some reason) consist of cowboy rouges and, uh, that's it. Well, the rouges have varients, like the ones that shoot, and the ones that throw dynamite... Or the one that shoots in a diagonal direction. Later, when you are on the moon (Don't ask) there are other contraptions that try and shoot you (They are colored yellow. Why? Again, don't ask.) But don't worry, you have a life bar and infinate lives, so enemies aren't the hugest threat, just an inusense you have to deal with through the course of the game. Whatever, regular enemies. But the bosses are where the bar is dropped for me. The first boss not only is not fair, but way too dificult, even for my standards. His next moves are not predictable. That would be fine if he had less health, or you didn't die so quickly so you could actually take some abuse but NO! This guy can take at least 5 times the abuse than you can, and he is literally HUGE! The next boss is on a train; but can you guess what it is? A train... YOU ARE ON A TRAIN FIGHTING A TRAIN! That would be hilarious if that wasn't ruined because this boss has all the issues of the first boss, just that now you have to shoot it in a specific spot. Doing this with it's health bar as long as a mile, and it having some seriously cheap, usually undodgeable attacks makes this boss a serious frustration factor that for me lasted the game. The next boss, basically a regular enemy, just larger, harder, and has a grapple hook hand. The boss... Is actually really easy. It took me two tries before I developt a stategy that worked. Seriously, this is a pretty large change in difficulty. The level leading up it is actually pretty hard. Not too agitating, but still frustrating in a few areas. (Espesially the friggin' mushrooms.) Lastly the final boss, is easily the EASIEST part of the game. I'm being honest here, I beat the final boss on my first try, in about one or two minuets. Dodge the fists (which are red, oddly), jump on his fist after he feels like to stop punching you, and shoot his head. Done. Oh, I should mention that the final boss is a giant robot ~ In the old west. Well, it is on the moon, so...
Controdictory to what you might expect me to say, and based on what I said, I can easily recommend this anyone. Given that the person likes retro games like I do, probably. Despite it being flawed, the concept, the gameplay, and everything else is wonderful.

I will rate this game... around a 6/10
Better on the 3DS, though.
Posted: March 29
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1 of 1 people (100%) found this review helpful
1.3 hrs on record
This is a short but enjoyable Mega Man-esque platformer with some humor and a little bit of variety. The hybrid 3D/drawn style is well done, along with the Old West styled music. Some levels and bosses can be hard until you learn their patterns, but the game is forgiving with infinite lives and saving. Three different characters are available along with legit achievements.
Posted: May 14
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174 of 199 people (87%) found this review helpful
5.2 hrs on record
Here's a review after finishing the game with both the main characters and trying the third, hidden one.

TL:DR? Challenging 20 levels of platforming with wild west style. Like Megaman, if you're familiar with those.

Gunman Clive is a short but challenging platformer of minimalistic but nevertheless adequate graphics. There are three playable characters, one of which you have to unlock, each with their special skills. There are about 20 levels, every 5th of which is a boss battle. They take you through the wild west and the story hilariously hyperboles towards the end.

Levels are sidescrolling action that last only a minute or so per stage. However, they're also quite challenging, requiring multiple tries to get through. Bosses have anywhere from 2 to 4 different attack types. Challenge rises from the low health of the player who can take only two hits before dying (on Hard difficulty) and also from death falls and insta-kill spikes of certain levels. Obviously, once you get familiar with the game it becomes a lot easier to avoid enemies and go through the previously difficult spots. Warning though if you're easily irritated, you might get momentarily frustrated with some spots.

After a while the game begins to resemble very much the Megaman games of NES. While you have infinite ammo, your rate of fire is limited by your weapon. Many features of the levels from enemies to obstacles also resemble Megaman, from moving platforms to appearing and disappearing blocks to alternating gravity and wind machines. Admittedly, these features are part of virtually any decent platformer, which this one certainly is. There are also a couple of special levels with slightly different moving capabilities akin to Gradius (continuosly moving, sidescrolling shooter) and just about any sidescroller with rideable minecarts.

I hope I'm not spoiling too much if I reveal that the third character is unlocked after finishing the game first and is a duck that can't attack, only fly short distances. This game mode is also a bit more difficult because of these limitations. Because of this there are also no bosses in this mode for obvious reasons and it is basically a different game altogether. This mode is very challenging to complete perfectly, adding several hours of play time to the game.

For such a small price this is a good platformer, maybe even too cheap for its content, for now it's like on a permanent discount. I hear it has been first released on 3DS, now rereleased on Steam with achievements. These are of the speed-run, no-damage run types with different characters. They can be quite difficult, though you can do the no-damage and speed-runs separately. The most difficult one is the one requiring completion of the game without dying. There are two versions of this achievement, one for the initial characters and another, probably more difficult one for the duck. I have yet to get all the achievements.

Some people seem to have become upset because of some "misogynistic content". Myself, I found this concern hilarious. You can play either as the guy or the girl and save the other one. This is the incentive for the story. It isn't very original but the story isn't exactly the reason to play this game: it works splendidly for what it is.
Posted: January 3
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