

In fact, the more I played, the more I came to realize that Super Meat Boy Forever was virtually a puzzle game in a platformer format. Instead, you’ll quickly realize that you’re meant to focus on timing jumps, slides, and air punches in an effort to overcome an increasingly difficult slew of obstacles. While not having direct control over Meat Boy, Bandage Girl (or a host of other unlockable characters) can feel a bit off at first, you’ll quickly realize that the lack of direct input on the direction you’re running doesn’t make for an easier or less precise experience. Thankfully, having spent some time with Super Meat Boy Forever over the holidays, I think it handles the change really well.

And knowing that this was Team Meat’s approach with Super Meat Boy Forever, I was kind of wary of how that change would factor into one of the more precise, demanding, yet fun platformers of our time.

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If you’re not familiar with the term, you might be more familiar with notable games in the genre, like BIT.TRIP RUNNER or even Nintendo’s attempt with Super Mario Run on iOS and Android platforms. Going into Super Meat Boy Forever, the first big follow-up to Team Meat’s well-regarded hit Super Meat Boy, I was certainly aware that the gameplay had transitioned into what is commonly known as an “auto-runner”.
