Reviews from

in the past


Assim, o jogo cumpre o que promete, mas meio que é só isso? Eu cansei rápido e não vi muito porque continuar a jogar.

Holy shit, what an absolute joy of a game. This is perfectly up my alley, instantly snappy movement, simple controls but a lot of skill involved, single screen and arcade-like. The levels here are so creative throughout, it could have gotten away with so much less, or with reusing concepts more, but there are amazing level concepts that are used once in a level you can beat in 10 seconds and I love that. The pace of this was enthralling and kept me going through the whole thing in one sitting. The last world in particular was a blast, it does get tougher but it's not just a challenge of existing ideas, it breaks all of the rules and pushes the game to its limits. Damn, what an awesome surprise this was. Go play this right now.

Pac-man but I get a fucking seizure and my excuse to the doctors for repeated exposure is "OST a banger tho"

I hadn't heard about this one until a discord had an itch.io event with some recommendations. It was very fun figuring out the routes on some of the levels, while others were just simple reflexes. Each level was very unique and made me want more. Wasn't a huge fan of the music being bait and 4-8 + 4-24 fucked me up hard with the controls but otherwise game was great.

Went back for some infinite runs and loved it even more. A crime more people haven't played this game.

Distilled, quick-fire action euphoria. It takes simple concepts (pattern recognition and quick reflexes on a grid-like setting with 4 directional movement) and pushes these concepts to their limits while slowly introducing new wrinkles and demonstrating through clever level design how to master your understanding of the mechanics and develop approaches for these new problems; think of it as an abstract arcade indie "avoid the hazards" game that reminds me heavily of playing WarioWare. Best itch.io gem I've played in a while, can't recommend it enough.

(review might be a little laconic; backloggd glitched my initial review. summarizing from memory...)

JUMPGRID is a fun and addicting idea in theory, but fails to understand the strengths of both the games it draws from as well as its own self.

For this, I need to bring up its description of "bullet hell hyper-Pac-Man"; the second part of this couldn't be any less true. Pac-Man is a solved game that can be completed with a perfect score with some patterns and muscle memory, but this isn't the way it was designed: Pac-Man is a game that always shows players exactly what they need to know - nothing more, nothing less - and lets players not just react, but predict and plan based on that information.

JUMPGRID absolutely fails at this part of game design. It's understandable to an extent, given that its difficulty comes from the stage itself moving and changing form, as opposed to having enemies that move within the stage; but it also prohibits pausing without returning to the title screen, which makes taking your time to path the levels out impossible.

Which leads to trial and error - lots of trial and error.
JUMPGRID starts off great, with the difficulty just so that you can react to all the stages without too much trouble, but reacting at full speed to the later stages is almost impossible - especially when World 4 starts rotating the entire level, and your controls alongside it. This turns the JUMPGRID experience into a matter of dying, dying again until you figure out not only the angle of approach, but also manage to execute it perfectly.

This is also made additionally frustrating with the game speed option: 100%, the default, feels more like a speedrunner's option of max speed than it does an enjoyable first time experience. I can only recommend that later parts of the game be played at around 75% or lower - in fact, I would have preferred it if that was the 100% listed, and if the current 100% exceeded 100, or was designated as a speedrunning mode.

I don't really want to spend the time to find a way to integrate this point into the rest of the review, but I think being at a high graphical resolution also ultimately hurts the game. Hitboxes are overly precise, with literal pixels determining the difference between life or death. This one aspect makes the game even cheaper in my opinion, and makes it demand for more precision than I think it planned to.

JUMPGRID seems to actively choose to make its playing experience more tedious than it has to be - that, or it doesn't understand the considerations it should have made. I'll choose to believe the latter, but either way...

It's no Pac-Man.