I feel like I could sustain myself off of old 3D collectathons that largely just boil down to "look around this sparse stage for a while" without much hassle, and Jumping Flash is especially appealing in this regard due to the ways it deviates from its contemporaries. The first person perspective is the big point of difference here, which when combined with the player character's mobility, leads to a very different dynamic to what I'm used to in these sorts of games. Jumping Flash is one of the more interesting examples of the player character fundamentally feeling more powerful than the world surrounding them can cater towards as well, notably with Robbit's insane jump height.

With the triple jump you have access to, it's incredibly easy to clear most gaps and entirely bypass a lot of the little challenges presented to you, leading to the stages feeling extremely open, especially when taking into account how the art direction makes each stage feel quite sparse and expansive, with the short render distance and perpetual fogginess contributing to this atmosphere most of all. While on its own, this idea could just lead to a game with no real sense of friction, certain other limitations imposed upon you cause everything to fall into place. The tank controls prevent you from being able to easily avoid most things the enemy throws at you, along with making you unable to effectively aim your guns in an efficient manner. This shifts the dynamic of the experience to one that feels far more invested in getting the player to pick and choose when to interact with the game in a more traditional way and when to just fly over everything or avoid danger altogether in some other way.

This focus loops back to the individual stages feeling far more engaging due to those occasional moments where the player will need to interact with the environment conventionally feeling far more impactful due to their relative infrequency. The camera also gives extra weight to the verticality of each level, as you need to actively tilt it up to actually see what's above, allowing the pickups to be more easily hidden above the player. The game's sense of scale is also bolstered thanks to this, doubly so due to the way that the camera will pan down whenever you become airborne, forcing you to regularly see just how high up you are at any given time. Overall just a really cute game that does a lot of cool weird stuff with its fundamentals and culminates in a very unique, very charming experience.

Reviewed on Dec 04, 2023


Comments