
What players like:
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Gameplay feedback:
Performance notes:
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Review evidence
Fun and well-designed with unique satisfying movement, this challenging platformer rewards skill but suffers from unfair deaths, inconsistent level design, and a lack of atmosphere and story.
Game is fun and well-designed: Players consistently describe the game as fun, well-designed, and rewarding, with many noting it is enjoyable both casually and for challenge seekers. This sentiment is the most common across all feedback.
Unique and satisfying movement: The movement system is highlighted as unique, intuitive, and immensely satisfying once mastered, with players praising the pogo mechanics and momentum-based tricks. This is a core strength of the game.
Challenging yet rewarding platformer: The game is described as a challenging precision platformer that is rewarding to overcome, with players noting the satisfaction of completing hard jumps and mastering obstacles. The difficulty is seen as fair and motivating.
Great for casual and skilled players: The game is fun to play casually, but also offers depth for skilled players, with assist mode for less skilled players and challenge modes for experts. It caters to a wide audience.
High replayability and value: Players note the game has insane replayability and tons of replay value, with many secrets, collectibles, and alternate routes to discover. The game offers long-term engagement.
Frustrating difficulty and unfair deaths: The game is described as extremely harsh, infuriating, and hair-pulling, with players dying repeatedly from hitting their heads or checkpoint poles. Some sections are so hard they take 20-40 minutes to figure out, and one player broke a mouse.
Lack of atmosphere and story: There is no ambient noise or story narration, making the game not memorable. The story feels unnecessary and tacky, and the scenery lacks context, feeling all over the place.
Inconsistent level design and difficulty: Difficulty spikes are inconsistent, with some levels like the storm drain being a wall while others like the temple are skippable. Uneven surfaces and slight angles cause frustration, and the last two levels are disappointing.
Poor ending and lack of final boss: The ending is considered bad, and the game lacks a final boss. The meat creatures could have been a giant bossfight, but instead the final levels are let-downs with anticlimactic checkpoints.
Specific frustrating sections: Certain checkpoints are too tight together causing repeated bounces, and some challenges have claustrophobic starting sequences. The first jump into pit of despair is blind and the worst jump, and the 17th stage is very difficult.
Unique movement core mechanic: The game's movement system is its defining feature, described as unique, intuitive, and momentum-based. It is the core mechanic that sets it apart from other platformers.
Challenging precision platformer: The game is a precision platformer with extreme difficulty, often described as a rage game or masocore. It requires precise control and offers a challenging but rewarding experience.
Secrets and collectibles: The game features hidden secrets, collectibles, and alternate routes, adding replay value and encouraging exploration. Coins and balloons are among the collectibles, along with challenges.
High skill ceiling: The game offers a low skill floor but a high skill ceiling, making it easy to learn yet hard to master. This design encourages mastery of movement mechanics and rewards skilled play.
Checkpoints and death tracking: The game provides generous yet challenging checkpoints in normal mode, with frequent checkpoints and fast deaths. It also tracks player deaths, adding a meta layer to the challenge.
Runs well on Steam Deck: Players report that the game performs smoothly on the Steam Deck, indicating good optimization for the handheld device.
Worth the price: Players consistently state the game provides good value for money, with one calling it 'worth your money' and another 'worth the price.' This indicates strong satisfaction with the purchase.
Try the demo: Reviewers recommend at least trying the demo before buying, suggesting it effectively showcases the game's quality. One player positively recommends the demo, implying it is a good way to evaluate the game.
Universal recommendation: Multiple players urge everyone to experience the game, with one saying 'everyone should experience it' and another recommending it to all. This broad appeal suggests the game has wide accessibility and enjoyment.
Great for platformer fans: The game is recommended for anyone who enjoys challenging platformers or speedrunning, as well as fans of rage platformers. This highlights its appeal to niche but dedicated gaming communities.
Easy and high recommendation: Reviewers give the game an 'easy recommendation' and 'highly recommended,' reflecting strong overall approval. These short but positive endorsements reinforce the game's quality.
Game completion: 2.3h.
Session length: 1.0h.
The game initially presents friction due to no tutorial or visible controls, but once players get past the learning curve, the satisfaction and speedrunning potential make it fun and addicting.
Friction: no tutorial; controls not shown in pause screen; initial learning curve.
Unlock drivers: well implemented learning curve; mastery of controls; satisfaction from progress; speedrunning potential.
Atmosphere Seeker: Exploratory and observant, taking time to absorb environmental details and subtle storytelling. Motivation: Immersive atmosphere and narrative conveyed through set and sound design. Stance: buy.
Speedrunning Perfectionist: Repetitive practice, time trials, seeking shortcuts and glitches, perfecting movement. Motivation: Mastery, speed optimization, and discovering new techniques. Stance: buy.
Demo Convert: Cautious, trying the demo first, then recommending based on that experience. Motivation: Discovering a game that defies genre expectations and enjoying a surprisingly good demo. Stance: sale.
Frequently compared to Getting Over It: Multiple reviewers compare the game to Getting Over It with Bennett Foddy, noting similar frustration and challenge. One reviewer adds that it is less punishing than that title.
Active community and developer interaction: Reviewers highlight an active Discord server where the developer interacts and answers questions. The community is described as very engaged, with the developer being responsive.
Movement compared to CS and TF2: The game's movement mechanics are compared to Counter-Strike surfing and Team Fortress 2 rocket jumping, emphasizing fluid and skill-based motion. One reviewer notes a lack of direct momentum control.
Demo offers substantial content: The demo includes the first three chapters and about 30% of the full game, providing a generous preview. One reviewer played the demo for over five hours.
Underrated and needs more players: Several reviewers feel the game is underrated and wish the community were larger. They encourage more people to play it.