Info about Big Hops:

Official game description:
**BIG HOPS** is a **3D platformer, action-adventure** with deep movement, fresh frog-tongue gameplay, where you can grow veggies to build paths forward!
You'll play as Hop, a young frog who's been kidnapped from home by a trickster spirit called Diss. He has a mysterious, important mission and needs your help, but you just want to get back to your family... After a bit of searching, a wiry old Raccoon offers to build you a way home if you can find a few Airship Parts. To build your Airship, you'll need to:
*   Infiltrate the **Gulley Gang's Hideout** at the edge of a vast **Red Desert.**
*   Become a **Bucko** and save **DrillCO's Rigs Workers** out on the **Open Ocean.**
*   Sneak past **Haven** cultists by spelunking under a **Shattered Mountain**.
**Each World offers a self contained story.** You'll meet a huge cast of characters, learn the conflicts of each world, and hopefully find some way to help. Will that help be altruistic or is it all selfish to get those sweet, sweet Airship Parts? Why did Diss really kidnap you? What's the purpose behind the Dark Drips he keeps asking you to collect? And if you collect them all, will Diss really let you go home?
You'll need to play for yourself to answer all these questions, so consider backing to help us finish BIG HOPS strong! **Next let's talk about gameplay.**
Character designs by Steven Sugar (background designer for Steven Universe & Owl House)
**Movement is king in BIG HOPS and our kit goes deep.** You can roll, dive, crouch jump, wall run, free climb, swim, belly slide, walk tightropes, pole swing, grind rails, ride minecarts and more. Everyone knows a great platformer starts with a great player controller and Hops' stacks up against the best-of-the-best.
You'll feel inspiration from _Mario_, _Sonic Adventure_, _Zelda: Breath of the Wild, Hat in Time,_ and more. And that's all just Hop's basic moveset- from there we've added a ton of froggy flavor and ways to build your own paths forward.
**The core-mechanic in BIG HOPS is Hop's versatile frog tongue!** It's cute, goofy, and adds a surprising amount of freshness to this action-puzzle-platformer
**Your tongue is how you interact**. Use your tongue to pull items to your hands, hookshot up walls, and tongue-swing your way to ridiculous speeds.
Doors, switches, corks, plungers, flowers, flingers, levers, and lick-picking are all quick work thanks to Hop's tongue. **You'll keep finding novel, goofy tongue interactions even 10+ hours into your playthrough.**
Deep movement and tongue-gameplay give BIG HOPS legs and a fresh flavor, but **the real magic is using powerful Veggies to build your own paths through levels**
**You'll find new types of Veggies as you explore and each has a unique effect when you throw it down in the world**. Let's look at some examples:
*   **Mushrooms** become bounce pads to help clear hard jumps.
*   **Acorns** can grow vines around walls and ceilings to help you climb farther.
*   **Balloons** make temporary platforms and can stack to get serious height.
*   **Oil Balls** create hookshot points you can bounce off without losing speed.
*   **Apples** let you place your own tongue swinging points anywhere.
*   **Cacti** launch tightropes you can use to cross big gaps.
**Since you can only hold one item at a time, Hop has a handy Backpack!** As you play, you'll discover new **Veggies** and unlock more **Backpack Slots** to store them. You can open the **Backpack** any time, and using it in a stressful moment will slow down time so you can plan your next moves.
**Collectibles** are a genre staple and there are lots in BIG HOPS! We've worked hard to give them all gameplay uses, so you never feel like you're just checking off boxes
*   Earn **Dark Drips** to help with Diss' mysterious mission and unlock secrets.
*   Collect **Dark Bits** to earn gameplay modifying **Trinkets** for your backpack.
*   Buy **Veggies** \+ upgrade your **Backpack**, **Wallet**, and more at _Drilson's Depot_.
*   Buy **Outfits**, **Hats**, & **Dyes** to customize Hop's look at _Odette's Outfitters_.
*   Find and Identify real **Bugs** to fill your collection in _Bugsy's Conservatory._
*   Uncover **Blueprints** to build _totally normal_ and not-at-all busted **Gadgets**.
*   Find **Mixtapes** to play on in-game on your **Boombox** or **Hop-man**.
Equipping Trinkets means decorating your Backpack!
That's a weird bug...
**Something we're proud of is how many different areas there are in BIG HOPS.** As you explore the 4 main Worlds (Forest, Desert, Ocean, and Mountain), expect a lot of surprising offshoots like the Boneyard, Bucko Cove, Hydro Plant, and Gulley Gang HQ. All these different places to explore really make it feel like you're on a grand adventure!
Hi, Chris here! **I started BIG HOPS in 2019 (6 years ago!!!) with a single goal of modernizing the 3D platformer genre.** The design trend at the time of giving players real freedom and creativity in games like _Zelda: Breath of the Wild_, _Spelunky_, and _Rimworld_ was so inspiring. Selfishly and jealously, I wanted to see **emergent gameplay** in my favorite genre.
Since then, BIG HOPS has become a maximalist game and taken on many more ideas and inspirations. Its mechanics, story, vibes, and humor draw on so many games and TV shows stretching back 40 years. **_Mario_ (64, Odyssey, Sunshine, and Galaxy) and _Zelda_ (BOTW, Wind Waker, and Ocarina of Time) have both been huge influences.** We also spend a lot of time talking about _Sonic Adventure_, _Spelunky_, _Kingdom Hearts_, _Psychonauts_, _Avatar: The Last Airbender_, _Spongebob_, and _Steven Universe_. 
I founded _Luckshot Games_ in 2015 to make innovative, high quality games filled to the brim with character and charm. We funded our first game _Sausage Sports Club_ on Kickstarter way back then and released it on Switch and Steam in 2018. We've aimed higher with BIG HOPS and the team is bigger than just _Luckshot Games,_ so I want to give everyone a quick shout:

Release date: Jan 12, 2026

Categories: 3D Platformer, Action-Adventure, Open-World Exploration, Environmental Puzzle, Character Progression, Collectathon, Traversal-focused Gameplay, Movement-based Combat


- Hardware Profile: No data
Feature extractions:
- Community Price: No data
- Playtime Metrics: No data
- Time-to-fun: No data
- Player Archetypes: No data


Below are summaries of things people say about the game per category.
Each point is assigned a weight that represents how often it is mentioned across all reviews.
What players like:
- Exceptional platforming and movement (weight 0.99): Players consistently praise the game's platforming mechanics, comparing it to classics like Mario Odyssey. The movement is described as snappy, fluid, and responsive, with a strong sense of speed and momentum.
- Creative traversal and veggie mechanics (weight 0.85): The game's diverse traversal mechanics and veggie-based abilities (e.g., melon slime balls, cactus rope bridges) are highlighted for encouraging creativity and fresh gameplay. Players enjoy the open-ended problem-solving these mechanics enable.
- Charming and well-designed characters (weight 0.77): The game features charismatic characters with excellent voice acting (including seasoned VAs) and hilarious dialogue. The character designs and dynamic between leads are frequently praised for their charm and wit.
- Engaging progression and exploration (weight 0.56): The Dark Bits collection system, inventory upgrades, and expansive levels create a rewarding sense of progression. Exploration feels natural and is encouraged by the game's design.
- Beautiful art and nostalgic style (weight 0.48): The game's art direction is widely praised for its charm, beauty, and nostalgic appeal. The environments are described as cute, well-crafted, and visually satisfying.
- Outstanding music and sound design (weight 0.4): The original soundtrack (OST) and sound design are highlighted as wonderful and satisfying, enhancing the game's immersive and charming atmosphere.
- Genuine creativity and care (weight 0.25): Players frequently mention the game's creativity, attention to detail, and the evident passion of the developers. This is reflected in the game's mechanics, world-building, and overall design.
- Responsive developer support (weight 0.23): Players appreciate the developers' proactive communication and patching of bugs, which did not significantly hinder the overall positive experience.

Common complaints:
- Poor level design coherence (weight 0.43): Players criticize the level design for lacking consistency, sightlines, and fantastical elements, making mechanics feel disjointed. Momentum and wallrunning are particularly finicky, disrupting gameplay flow.
- Frequent but vague bugs (weight 0.31): Multiple reports mention bugs during gameplay, though details are sparse. This suggests stability issues that need addressing but lack specific examples for targeted fixes.
- Unbalanced charm system (weight 0.25): Charms are perceived as randomly distributed with no progression, and some (e.g., shop discounts) feel as rare as invincibility, creating frustration. The system lacks meaningful scaling.
- Subpar voice acting and dialogue (weight 0.25): Voice acting is widely panned as poor, with players opting to disable it. Dialogue is clichéd, detracting from immersion and character development.
- Abrupt and weak story ending (weight 0.24): The narrative concludes suddenly and lacks impact, leaving players dissatisfied. The pacing and resolution are described as underwhelming and poorly executed.
- Visual design flaws (weight 0.24): Red Coins and Stars are visually indistinguishable, and frequent texture clipping disrupts gameplay. These issues create unnecessary confusion and immersion breaks.
- Inconsistent puzzle difficulty (weight 0.24): Puzzles vary widely in difficulty, with some requiring overly precise timing (e.g., sewers). This inconsistency frustrates players and disrupts pacing.
- Camera obstructs gameplay (weight 0.15): The close camera angle hinders route planning and visibility of optional objectives, making navigation and exploration frustrating in a platformer.
- Throwing mechanics are cumbersome (weight 0.14): Players struggle with accurate object throwing, which feels unintuitive and hampers gameplay, particularly in precision-based scenarios.
- Completionist route lacks guidance (weight 0.14): Hidden items lack hints, turning completionist playthroughs into tedious chores. This discourages thorough exploration and rewards.
- Generic villain design (weight 0.13): The villain is criticized as unoriginal, and their role as the sole charm management hub forces repetitive encounters, disrupting gameplay flow.
- Underutilized postgame content (weight 0.13): The airship, a potential tool for postgame cleanup, is unused, leaving missed content inaccessible and frustrating completionists.
- Useless trinkets and items (weight 0.13): Some collectibles and items serve no purpose, making their acquisition feel like a waste of time and effort for players.
- Trivialized challenges via climbing (weight 0.12): The climbing mechanic, inspired by *Breath of the Wild*, is seen as overpowered, allowing players to bypass intended challenges with potions.
- Unsettling character design (weight 0.11): The frog character's teeth are described as disquieting, creating an unintended and off-putting aesthetic for some players.

Gameplay feedback:
- 3D Platforming Core Mechanics (weight 0.78): The game features a 3D platformer design with platforming puzzles and mechanics, including movement systems that may blend turn-based or real-time elements. This forms the foundation of gameplay.
- Backpack and Inventory System (weight 0.49): Players use a backpack to carry puzzle objects, healing items, and upgrades, with an inventory system that allows slot upgrades. This system is central to progression and resource management.
- Collectibles and Upgrades (weight 0.47): Red Coins, Stars, Dark Drips, and Dark Bits serve as collectibles, with some enabling roguelike-style boon choices or charm-based upgrades for abilities.
- Unique Fruit Abilities (weight 0.41): Fruits like mushrooms, acorns, and cacti grant unique traversal or puzzle-solving abilities (e.g., bounce pads, climbable stalks). This encourages creative interaction with the environment.
- Stamina-Based Climbing (weight 0.24): Climbing mechanics are inspired by *Breath of the Wild*, featuring a stamina bar and stamina potions to limit or enhance vertical traversal. This adds strategic depth to exploration.
- Reusable and Single-Use Tools (weight 0.23): Tools can be reused across levels, while some items are single-use, requiring strategic inventory management during puzzles or challenges.
- Wallrunning Mechanics (weight 0.14): Wallrunning is a key traversal mechanic, expanding vertical and horizontal movement options in the game’s 3D environments.
- Tongue Targeting Mechanic (weight 0.14): A tongue-based mechanic is used for targeting or interacting with objects, adding a distinctive control element to gameplay.
- Momentum-Based Traversal (weight 0.14): Rollouts and slingshots are used to build and utilize momentum for movement, adding a dynamic layer to platforming and exploration.
- Spacetime Fragment Collection (weight 0.14): Players collect spacetime fragments across different worlds, likely serving as a progression or unlock system for content.
- Camera-Dependent Route Planning (weight 0.13): The camera perspective influences how players plan routes, requiring spatial awareness and adaptability during traversal or puzzle-solving.
- Insect Identification Mechanic (weight 0.12): A unique mechanic involves identifying insects, potentially tied to puzzles or environmental interactions, though details are sparse.

Performance notes:
- Steam Deck performance optimized (weight 0.34): Players report smooth performance on Steam Deck, including 60 FPS at native resolution and good battery life. This highlights strong hardware compatibility and optimization for portable play.
- Texture clipping problems (weight 0.14): Visible texture clipping issues are noted, where textures appear to cut off or render incorrectly. This affects visual fidelity and immersion.

Recommendations:
- Acclaimed modern platformer (weight 0.34): Players frequently compare the game to classics like Donkey Kong and Mario Odyssey, calling it one of the best platformers in recent years. It is also praised as the best indie platformer since *A Hat in Time*.
- Cozy adventure recommendation (weight 0.11): Some players suggest *Smushi Come Home* as an alternative or complementary cozy adventure experience, indicating a shared thematic appeal.
- Frog-themed game suggestions (weight 0.1): Reviewers recommend *Frogun* or *Frog Detective* for fans of frog-themed games, suggesting a niche but enthusiastic crossover audience.

Other player notes:
No miscpoints

Emotions:
- Frustration (weight 0.13): Players experience frustration due to technical and design issues, such as poor voice acting, clichéd dialogue, and frequent texture clipping. Additionally, gameplay elements like precise timing for puzzles and tedious completionist routes contribute to this emotion.
- Disappointment (weight 0.1): Disappointment stems from unmet expectations in level design, story depth, and postgame content. Players criticize the lack of coherence in the charm system, a tepid story, and the underutilization of the airship in postgame content.
- Excitement (weight 0.1): Excitement is driven by the game's innovative and fluid gameplay mechanics, particularly its excellent movement system and natural exploration opportunities. The creativity in gameplay design also amplifies this emotion.
- Enjoyment (weight 0.1): Players derive enjoyment from the game's fun and charming mechanics, which encourage creative problem-solving. The overall gameplay experience is engaging and well-received.
- Enthusiasm (weight 0.1): O entusiasmo é gerado pelas mecânicas de movimentação inovadoras e ferramentas criativas que oferecem liberdade ao jogador. A experiência geral de jogabilidade é dinâmica e envolvente.
- Satisfaction (weight 0.06): Satisfaction arises from the game's strong performance on the Steam Deck and the positive experience despite minor bugs. Players appreciate the smooth and enjoyable gameplay.
- Satisfaction (weight 0.06): A satisfação vem do design de som imersivo e das mecânicas de jogo bem executadas. A experiência geral atende ou supera as expectativas dos jogadores.
- Enjoyment (weight 0.06): A diversão é proporcionada pelo humor inteligente e pelos personagens carismáticos, que tornam a experiência leve e agradável.
- Surprise (weight 0.03): Players are pleasantly surprised by the high-quality voice acting and the outstanding original soundtrack (OST), which enhance the game's immersion and emotional impact.
- Amusement (weight 0.03): Amusement is primarily caused by the hilarious and well-written NPC dialogue, which adds a layer of humor and charm to the game.
- Enthusiasm (weight 0.03): Enthusiasm is fueled by the game's engaging gameplay and fluid movement mechanics, which create a dynamic and enjoyable experience.
- Admiration (weight 0.03): Players admire the developers' dedication and transparent communication, which fosters a strong connection between the community and the game's creators.
- Admiration (weight 0.03): A admiração surge dos detalhes cuidadosos no design do jogo e do carisma dos personagens, que enriquecem a experiência geral.
- Delight (weight 0.03): O deleite é resultado da experiência geral do jogo, que combina elementos criativos, mecânicas envolventes e uma atmosfera cativante.
- Love (weight 0.03): O amor pelo jogo é inspirado pelos personagens memoráveis e pela experiência geral, que cria uma conexão emocional forte com os jogadores.}