Kero Kero Cowboy is an action-platformer that dares to ask, “What if Kirby had a gun?” Wearing its inspirations on its sleeve, the game oozes with style by exploring a variety of western and cowboy-themed levels and pits you against a range of cool and fun-looking enemies. So, what is this game all about, and why have I fallen in love with it? Let’s find out.
I’ve been following MetagameMike since he released Sushi Gun, a short arcade game made with GB Studio. The premise is simple. You play as a bunny who feeds hungry cats with the titular sushi gun. If a cat’s mouth is open, it eats the sushi, chewing it until it swallows and opens its mouth again. If a cat is already chewing, the sushi splats in its face, temporarily preventing it from eating.
There’s only one screen and one mode, where you have sixty seconds to try and feed as many as possible (my record is 91). This simple game is well-executed, with great controls and clear visual feedback. What initially drew me to the game, though, was the fantastic art.

As a lead character animator for Brawlhalla, Mike has a large social following where he shares his art for the game and other things he enjoys. I saw the title screen for Sushi Gun and knew I had to try it. I was very impressed with how smooth the game felt, especially using the version GB Studio at the time (Version 2.0 Beta 4). I started following them and was excited when they released their next game, Birdie Bartender.

Following a similar playstyle to Sushi Gun, Birdie Bartender has you managing a bar to serve the same cat patrons, but this time with the added challenge of filling different drink orders quickly to maximize tips. As a slower-paced game with a single screen, it also expands in concept as you progress over several days, unlike a single one-minute round. While a fun game in its own right, Mike’s next game was set to surpass his past work in scope and mechanics.

First hinting that he was “dipping some toes into GB Studio v3” in June 2022, he quickly followed up with a test showing mechanics for a “froggy cowboy game.” The tests featured a frog-like character wearing a cowboy hat, sticking its tongue out like Yoshi and spitting out stars similar to Kirby. With fun examples of how the mechanic could work and impressive colorized reveals of the game in action afterward, we got our first official name and demo release in November of that year with “Kero Kero Cowboy.” Mike continued to slowly release content for different areas and mechanics beyond the demo, and in November, launched a successful Kickstarter campaign to complete its development.
The typical route for Game Boy game kickstarter projects is to fund the physical production of cartridges, but in this case, the game was exclusively a digital release with some physical extras like stickers, magnets, pins, and other merchandise to make it more appealing. This game’s visually engaging demo helped sell the campaign and successfully fund the game’s development. As a backer, I received regular updates on the game’s progress over the next six months and was happy to load the game onto my Everdrive in May to play on hardware when it was released.

So, after all that time, how does it add up? Very well indeed! It’s impossible to discuss Kero Kero Cowboy without highlighting its fantastic presentation. The game has a fun, cute style that perfectly matches its vibe. Many mechanics feel familiar and nostalgic, like the main character’s tongue pulling in enemies like Yoshi and spitting them out like Kirby. And with a limited amount of ammo, using the gun feels like an overpowered resource that must be managed wisely.
Each level introduces and experiments with different mechanics, such as the cowboy boot that makes it easier to traverse dangerous terrain and reach new heights, similar to the Goomba Shoe in Super Mario Bros 3, or minecarts that resemble those from Donkey Kong Country. The game also features an interesting approach to save progression, requiring players to purchase checkpoints at a campfire. While it fits the game’s theme, I never found myself short on cash enough to make it an issue.

The game’s difficulty varies: some areas feel approachable, while others are more challenging or even frustrating at times. Mike has been addressing these issues with updates I haven’t had a chance to try yet. I never once felt compelled to stop playing; I was always motivated to keep going. When I landed that final hit on the last boss, I felt incredibly satisfied with the adventure. Speaking of bosses, they are my favorite part of the game. Each one is like a wanted target for your character to capture, feeling straight out of the rogues’ gallery of a Saturday morning cartoon, and the boss battles remind me a lot of Mega Man’s robot warriors.
Overall, Kero Kero Cowboy is a tight, fun action platformer that showcases the developers’ unique art style and is definitely worth checking out.
You can play the game yourself on Mike’s itch page: https://metagamemike.itch.io/kero-kero-cowboy
There’s also a Steam version coming November 17th that you can wishlist now: https://store.steampowered.com/app/3884910/Kero_Kero_Cowboy/

Audio Engineer, Mac Technologist and Video Game Developer. Former Managing Editor of GBStudio Central. (he/him)





