Cat Ninja Walkthrough: What Each of the 30 Levels Throws at You
Published · 3 min read
Cat Ninja has 30 levels, and every one of them has something to say. Here is what to expect in each stretch of the game, the trick each part is built around, and where most players get stuck. Levels are grouped the way the game groups its ideas.
Level 1: the villain introduces himself
A long run with a message on the walls: someone destroyed the massive energy crystal and scattered its parts, and you must collect them or the world could explode, “or something”. Nothing here can hurt you. Get used to how fast the cat starts and stops.
Levels 2–4: the move set
Level 2 teaches the wall jump and shows you your first continue point and your first crystals, with a sign claiming spikes are harmless. Level 3 adds the double jump, the roll and the slam, and the sticky walls you cannot wall jump on. Level 4 sends you down through glass — slam to break it — past a button a sign begs you not to press. Press it if you like; the game has a reply ready.
Levels 5–14: the gravity rooms
Ten levels built around gravity changers, blocks that switch which way the cat falls. The narrator complains that you are making it dizzy in level 5 and teaches you R in level 6. Level 8 is the glass ride, a long drop through pane after pane where only slamming keeps you moving. Level 9 adds mines that the narrator set “to go off slowly so you can just walk past” — true, if you keep walking. Level 10 gives you the jetpack (Space toggles it) and a room it swears is full of teddy bears and a set of switching laser gates. Levels 11 to 14 mix all of it; 13 warns that things might get a little weird, and 14 stacks two long laser gates on top of each other.
The trick in the gravity rooms is to stop thinking in terms of up. Before touching a changer, look where the arrow points and where you will land. Many deaths here are the cat falling correctly into a spot you did not look at.
Level 15: the teleporter maze
A grid of teleporters wired in pairs, some going both ways and some not. The narrator promises the right one will not kill you, asks when it has ever lied to you, and then says “Should’ve trusted me.” Map it slowly: take a pad, note where you came out, and use R if a chain sends you somewhere you cannot leave.
Levels 16–20: pressure without a clock
Level 16 flashes “Quick! You’re on a timer!” — then admits there is no timer. Ignore the panic and take the lasers at your own pace. Level 17 is “The Crossroads”, where the route splits; 18 and 19 each tell you the path you took was the better one, and 18 then admits it was the wrong one and suggests R. Level 20 is a long, fast slide the narrator can only describe as “Weeeeeeeee”.
Levels 21–29: the final stretch
From here the game stops teaching and starts testing. Level 21 hopes you are good at jumping. Level 23 has a button with “slight side effects”; level 24 doubles the dose and, if you die, tells you the room is easy. Level 25 notices you have died a lot. Level 26 has a fake-out that the narrator mocks whichever way you go. Level 28 says you are getting closer, and level 29 announces there is no escape while the villain grumbles that you could have just stayed home.
Level 30
The last level has no signs at all, just music. After 29 rooms of jokes, the silence is the tell that this is the real ending. Get to the end, then check the death counter in the corner — that number is your score.
New to the game? The controls and tricks guide covers every move first. Or go straight to Cat Ninja and see how far the first run takes you.
More from the blog
- Cat Ninja Controls and Tricks: Every Move, Every Key
Double jump, wall jump, roll, slam, jetpack and the R key: what each Cat Ninja move does, where the game teaches it, and the habits that keep the death counter low.