Doomhawk is a precision platformer in the Super Meat Boy tradition. Levels fit on one screen, you restart instantly, and there is no combat and no health. You play a boy in a hawk suit whose wings only half work, and you are climbing back up to the station where his sister is caged.
The climb
Professor Yeti is too heavy to fly and has never forgiven the sky. He pushes orphans out of his station in wing suits to see whether any pair works. The boy survived the fall into the Rookery, and his sister's wings are the first pair that flies. Five worlds take you up from the forest through the flooded Drowned District, the Ashen Foundry and the electric Tether to High Station.
The game has 70 main levels, plus B-sides, secrets and a playable prologue. Four bosses end the first four worlds, and you beat them by turning their own machinery against them. Optional feathers carry letters from his sister that tell you how to beat what is ahead.
How it plays
- Wings. Run, jump, flap, glide, dash, wall slide and wall jump. Air matters: updrafts lift you, downdrafts punish open wings, and rain soaks them.
- Fair by design. Jumps are buffered, ledges forgive corners, and the lethal box sits a pixel inside the hawk. Every trap is a pure function of time, so a retry is identical.
- On the beat. Hazards cycle in whole beats and the soundtrack is written at the same tempo.
- Show me how. Stuck? The pause menu plays a solved route on a scanline TV.
Look and sound
A muted 16-bit palette of violet shadows, dusty stone and warm feather highlights, with a painted sky for each world. The music and effects are synthesized at runtime, with a dark trap kit and a chiptune kit to choose from. It plays with touch, a controller or a keyboard.





