Super Space Jump Man
***Many thanks go to a very special person in my life.
Super Space Jump Man (SSJM)-developed by Nannings Games-is boasted as a runner platformer with gameplay concentrated on timing the character’s leaps between rotating orbs projected to be planets as the proverbial Space Jump Man travels clockwise around them. This simple concept becomes exponentially frustrating with progression as further detailed below, and exemplifies the negative connotation toward “Achievement Get” mobile ports witnessed within this medium of play. I feel I must admit that I received this title from the developer through Steam Curator Connect.
Here are just a few topics of consideration concerning this title:
Aesthetic - SSJM utilizes a black and white palette for much of its environment and the protagonist, deviating only slightly by detailing red on hazards. A blurry bloom effect is cast by the orbs that, admittedly, become disorienting with repeated exposure, as I personally was unable and unwilling to adjust to this glaring-pun intended-issue. Overall, the visuals were not entirely pleasing nor elaborate enough to stave a bleak deliverance. The musical score remains a stable feature as it was not jarring in contrast to the stated visuals, and remained generally unassuming.
Gameplay - This title features twenty-four levels with increasing duration and difficulty themed with jumping between floating orbs and avoiding obstacles by accurately clicking the ‘jump’ command or pressing the spacebar for traversal. Each stage invariably flows from the left to the right along a narrow pathway, and it can sometimes be troublesome to discern jump arches and gravity pull zones. Given the timing required for certain puzzles and the acute camera perspective permitted to the player to maneuver within, this layout endorses a trial and error approach that becomes less about skill for the player and more about memorization. These issues combined with a depleting oxygen timer utilized approximately midway through this title develops and annoyance in routine and outlines a flawed presentation.
TL:DR - SSJM advertises itself as an “Achievement Get” title but is mechanically and aesthetically too unsound to merit exposure. This title reflects a far more negative regime to Nannings Games’ library than can be seen with its other titles, and I cannot recommend its purchase based on its disregard for polish. Thanks for reading.
Do you feel this review helped in any way? Feel free to visit my Curator Page at Spearpoint Reviews.
Originally posted on July 1, 2019.
Super Space Jump Man (SSJM)-developed by Nannings Games-is boasted as a runner platformer with gameplay concentrated on timing the character’s leaps between rotating orbs projected to be planets as the proverbial Space Jump Man travels clockwise around them. This simple concept becomes exponentially frustrating with progression as further detailed below, and exemplifies the negative connotation toward “Achievement Get” mobile ports witnessed within this medium of play. I feel I must admit that I received this title from the developer through Steam Curator Connect.
Here are just a few topics of consideration concerning this title:
Aesthetic - SSJM utilizes a black and white palette for much of its environment and the protagonist, deviating only slightly by detailing red on hazards. A blurry bloom effect is cast by the orbs that, admittedly, become disorienting with repeated exposure, as I personally was unable and unwilling to adjust to this glaring-pun intended-issue. Overall, the visuals were not entirely pleasing nor elaborate enough to stave a bleak deliverance. The musical score remains a stable feature as it was not jarring in contrast to the stated visuals, and remained generally unassuming.
Gameplay - This title features twenty-four levels with increasing duration and difficulty themed with jumping between floating orbs and avoiding obstacles by accurately clicking the ‘jump’ command or pressing the spacebar for traversal. Each stage invariably flows from the left to the right along a narrow pathway, and it can sometimes be troublesome to discern jump arches and gravity pull zones. Given the timing required for certain puzzles and the acute camera perspective permitted to the player to maneuver within, this layout endorses a trial and error approach that becomes less about skill for the player and more about memorization. These issues combined with a depleting oxygen timer utilized approximately midway through this title develops and annoyance in routine and outlines a flawed presentation.
TL:DR - SSJM advertises itself as an “Achievement Get” title but is mechanically and aesthetically too unsound to merit exposure. This title reflects a far more negative regime to Nannings Games’ library than can be seen with its other titles, and I cannot recommend its purchase based on its disregard for polish. Thanks for reading.
Do you feel this review helped in any way? Feel free to visit my Curator Page at Spearpoint Reviews.
Originally posted on July 1, 2019.
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