Cardboard Cowboy Steam Demo Review
Verdict: Play
A first-person shooter where the Wild West is made of cardboard. Boxing-glove melee enemies, a whip that swings you acro
The art style sold me before I had loaded into anything. A whole Wild West made entirely out of cardboard. I kicked play immediately, and that was a good call.
Cardboard Cowboy is a first-person Shooter from Ded Dev Games. You work through galleries, which are essentially levels: take out enemies, pick up the health and ammo they drop, and make your way to the exit. Two galleries plus a tutorial in the demo, and I put two hours into it without feeling like I had exhausted what was there.
Cardboard Cowboy is the kind of demo that gets two hours out of two levels and leaves you wishing the rest of the regions were already shipped. The art carries the joke, the shooting carries the loop, and the wagon between galleries carries the demo's biggest laugh. There is one bug, and the devs are already on it. Otherwise this is a clean recommendation. Play.
Pros
- Two hours on two levels still felt like there was more I had not seen, which is a strong engagement-to-content ratio for a demo
- The achievement loop is the compulsive kind: Speed Demon, Headhunter, time and high-score variants per gallery, all feeding the gold-to-shop motivator
- The Cattleman's Levergun in particular carries most of the demo without getting old, and the enemy variety (long-range rifle outlaws, wiggling melee boxing-glove guys) keeps the shooting honest
- The cardboard car overworld between galleries is the silliest single thing in the demo and the one that pulled the biggest reaction from me. Pure joy-of-motion that did not need to be there at all
- The paper-craft art is a complete world, not a gimmick layered on a generic shooter. Bordersalt, the orange canyon, and the Gunderporium gun wall all read as part of the same place
Cons
- The shop sells guns by name only, with no descriptions of what they do. The first few purchases were blind. Once I figured out what I was buying the shop did its job; the onboarding into the shop itself is rougher than the rest of the game
- One of the unlocked guns was unusable because of a broken gun-camera bug. The devs are actively patching this, so the version live with this article should already have it fixed. Flagging for honesty rather than as a verdict-changer
The world and how it plays
Cardboard Cowboy is a Western. More specifically, it is a first-person Shooter built out of paper-craft. Buildings are folded card. Cactuses are jagged green cutouts. Outlaws are flat enemy figures wobbling toward you.
The first gallery is a sun-bleached town called Bordersalt. The second is an orange canyon. The art is the entire point of looking at it.
Each gallery is a self-contained shooting course. Take out enemies, pick up the health and ammo they drop, find the exit. Two galleries plus the tutorial is the whole demo.
Enemies and weapons
The enemy variety is decent. Armed outlaws carry rifles or dual pistols and keep you moving. They are the threat layer. Then there are the melee enemies. They have boxing gloves. They wiggle toward you across the floor while you are standing there with a rifle. It is a bold creative decision, and it got a little chuckle out of me every time one of them set off on the long walk over.
Weapon variety is good. Dual pistols, shotguns, lever-action rifles. I spent most of my time with the Cattleman's Levergun because it had the best raw power.
You also get a whip that swings you across the map if you connect to the right poles. When it works, it feels great. Every now and then I would mess up the connection, and you look like an idiot mid-arc. Particularly noticeable when the audience is a guy with boxing gloves wiggling at you from twenty feet away.
The achievement loop and the overworld
Each gallery has multiple challenges attached. Speed Demon for finishing under a target time. Headhunter for completing it with only headshots. There are more per gallery beyond those two, including prohibition-style modifiers and high-score targets. You earn gold for completing them and spend it at the Gunderporium gun wall to unlock new weapons.
The gun names are fun, but nothing on the wall explains what each one does, so the first few purchases were blind. That did not stop the shop working as a motivator. I wanted more gold, so I kept going back into the galleries to earn it.
This is an Arcade at heart. The first gallery's Speed Demon target is sixty seconds. I lost count of how many runs I poured into shaving seconds off that time, watching the clock tick past 1:10, 1:05, 1:02. When I finally broke the 60-second mark I felt like a hero. The compulsive loop on just two levels is the best sign I have had in a while of what the full game might do at scale.
Between levels you drive a cardboard car around an overworld map to reach the next gallery. The animations are ridiculous. The oversteering is worse. It has no business being as fun as it was, and yet every time I headed to the next level I ended up taking the long way round for the sheer joy of skidding the wagon sideways past a paper cactus. For about ninety seconds at a stretch it stops being Action and becomes a sandbox driving toy. The silly touch lands every time.
The one bug and the build
There is one real negative in the version I played. The gun camera is broken on one of the unlocked guns, so I could not actually use it. The devs are actively patching this, and the version that goes live with this article should already have it fixed. I am flagging it for honesty rather than as a verdict-changer.
Beyond that, there are no Steam reviews yet and no release date confirmed. The game is on its 0.00.10 demo build. Everything else I played held up, including the things I expected to be the weakest parts of a small-team Western cardboard Shooter.
Developer: Ded Dev Games
View on Steam
Watch the video review: YouTube
Tags: Action, Arcade, Indie, Shooter, Western
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