That Flipping Mountain

by Jeff Weber

The Developer Says...

A physics driven parkour game inspired by "Getting Over It" and "Jump King". Flip, ski, and dive yourself up a massive mountain of stuff. Fall down, rage, get up, shake it off, parkour-on!

Players Like...

❤ Mastering the Intuitive yet Nuanced Controls

The core gameplay revolves around a slingshot-like launch mechanic. Players pull, aim, and release to propel the character into the air. In the air, they can tuck and spin faster by holding the button down, or slow their spin by releasing it. Reviewers note that while this control scheme takes time to master due to the physics-driven inertia, it feels "smooth and satisfying" once players get the hang of it, likening the learning curve to "learning to ride a bike."

❤ Navigating the Engaging Parkour Environment

The single continuous mountain level consists of various obstacles, including parkour stones, spring boards, and ski slopes. Successfully stringing together a series of flips, skis, and dives to traverse this environment elicits a sense of "smooth" and "extremely satisfying" flow, according to player feedback.

❤ Overcoming Challenges with Tension and Triumph

While the game is not as "rage-inducing" as similar titles, it still presents a significant challenge. Players will inevitably fail and fall, only to restart from a previous checkpoint. However, reviewers appreciate that the checkpoint system prevents them from falling all the way back to the beginning, helping to mitigate frustration. The sense of triumph when finally conquering a difficult section is frequently highlighted, with one player stating that "landing difficult/far jumps becomes incredibly satisfying."

❤ Encouraging Replayability and Improvement

Many players mention replaying the game multiple times, not just to complete it, but to optimize their routes and shave seconds off their clear times. The game's leaderboards and lack of severe punishment for failures encourage this drive to master the mechanics. As one reviewer put it, "you'll have 10 good jumps in a row only to mess up the 1 crucial jump... and you will redo the same parts over and over and over."

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