
Tongue-swing, free climb, and build your own path forward in a new kind of 3D platformer! Plant veggie bounce pads, tightropes, hookshots, and much more. Find a way home through huge Desert, Ocean, and Mountain worlds and collect bugs, upgrade your backpack, and meet animal friends along the way.
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NEW FREE PHOTOGRAPHY UPDATE: CAPPLER'S CONSPIRACY

Cappler’s Conspiracy is a new 2+ hour photography game hidden inside BIG HOPS. You’ll meet a conspiracy theorist Owl named Cappler who needs your help exploring some weird ideas. He’ll send you on jobs to prove (or disprove) the existence of Aliens, Ghosts, Mole People, and more. For your efforts you’ll be rewarded with dozens of new camera filters, lenses, and a special Sky Shifter gadget. To find Cappler and get to work, keep an eye out for Cappler’s special symbol hidden throughout the many worlds in BIG HOPS.

BIG HOPS is a 3D platformer, action-adventure with deep movement, fresh frog-tongue gameplay, where you can grow veggies to build paths forward!
You'll play as Hop, a young frog who's been kidnapped from home by a trickster spirit called Diss. He has a mysterious, important mission and needs your help, but you just want to get back to your family... After a bit of searching, a wiry old Raccoon offers to build you a way home if you can find a few Airship Parts. To build your Airship, you'll need to:
Infiltrate the Gulley Gang's Hideout at the edge of a vast Red Desert.
Become a Bucko and save DrillCO's Rigs Workers out on the Open Ocean.
Sneak past Haven cultists by spelunking under a Shattered Mountain.

Each World offers a self contained story. You'll meet a huge cast of characters, learn the conflicts of each world, and hopefully find some way to help. Will that help be altruistic or is it all selfish to get those sweet, sweet Airship Parts? Why did Diss really kidnap you? What's the purpose behind the Dark Drips he keeps asking you to collect? And if you collect them all, will Diss really let you go home?
You'll need to play for yourself to answer all these questions, so consider backing to help us finish BIG HOPS strong! Next let's talk about gameplay.

Character designs by Steven Sugar (background designer for Steven Universe & Owl House)

Movement is king in BIG HOPS and our kit goes deep. You can roll, dive, crouch jump, wall run, free climb, swim, belly slide, walk tightropes, pole swing, grind rails, ride minecarts and more. Everyone knows a great platformer starts with a great player controller and Hops' stacks up against the best-of-the-best.
You'll feel inspiration from Mario, Sonic Adventure, Zelda: Breath of the Wild, Hat in Time, and more. And that's all just Hop's basic moveset- from there we've added a ton of froggy flavor and ways to build your own paths forward.

The core-mechanic in BIG HOPS is Hop's versatile frog tongue! It's cute, goofy, and adds a surprising amount of freshness to this action-puzzle-platformer
Your tongue is how you interact. Use your tongue to pull items to your hands, hookshot up walls, and tongue-swing your way to ridiculous speeds.
Doors, switches, corks, plungers, flowers, flingers, levers, and lick-picking are all quick work thanks to Hop's tongue. You'll keep finding novel, goofy tongue interactions even 10+ hours into your playthrough.

Deep movement and tongue-gameplay give BIG HOPS legs and a fresh flavor, but the real magic is using powerful Veggies to build your own paths through levels

You'll find new types of Veggies as you explore and each has a unique effect when you throw it down in the world. Let's look at some examples:
Mushrooms become bounce pads to help clear hard jumps.
Acorns can grow vines around walls and ceilings to help you climb farther.
Balloons make temporary platforms and can stack to get serious height.
Oil Balls create hookshot points you can bounce off without losing speed.
Apples let you place your own tongue swinging points anywhere.
Cacti launch tightropes you can use to cross big gaps.
Since you can only hold one item at a time, Hop has a handy Backpack! As you play, you'll discover new Veggies and unlock more Backpack Slots to store them. You can open the Backpack any time, and using it in a stressful moment will slow down time so you can plan your next moves.

Collectibles are a genre staple and there are lots in BIG HOPS! We've worked hard to give them all gameplay uses, so you never feel like you're just checking off boxes

Earn Dark Drips to help with Diss' mysterious mission and unlock secrets.
Collect Dark Bits to earn gameplay modifying Trinkets for your backpack.
Buy Veggies + upgrade your Backpack, Wallet, and more at Drilson's Depot.
Buy Outfits, Hats, & Dyes to customize Hop's look at Odette's Outfitters.
Find and Identify real Bugs to fill your collection in Bugsy's Conservatory.
Uncover Blueprints to build totally normal and not-at-all busted Gadgets.
Find Mixtapes to play on in-game on your Boombox or Hop-man.

Equipping Trinkets means decorating your Backpack!
That's a weird bug...

Something we're proud of is how many different areas there are in BIG HOPS. As you explore the 4 main Worlds (Forest, Desert, Ocean, and Mountain), expect a lot of surprising offshoots like the Boneyard, Bucko Cove, Hydro Plant, and Gulley Gang HQ. All these different places to explore really make it feel like you're on a grand adventure!


Hi, Chris here! I started BIG HOPS in 2019 (6 years ago!!!) with a single goal of modernizing the 3D platformer genre. The design trend at the time of giving players real freedom and creativity in games like Zelda: Breath of the Wild, Spelunky, and Rimworld was so inspiring. Selfishly and jealously, I wanted to see emergent gameplay in my favorite genre.
Since then, BIG HOPS has become a maximalist game and taken on many more ideas and inspirations. Its mechanics, story, vibes, and humor draw on so many games and TV shows stretching back 40 years. Mario (64, Odyssey, Sunshine, and Galaxy) and Zelda (BOTW, Wind Waker, and Ocarina of Time) have both been huge influences. We also spend a lot of time talking about Sonic Adventure, Spelunky, Kingdom Hearts, Psychonauts, Avatar: The Last Airbender, Spongebob, and Steven Universe.

I founded Luckshot Games in 2015 to make innovative, high quality games filled to the brim with character and charm. We funded our first game Sausage Sports Club on Kickstarter way back then and released it on Switch and Steam in 2018. We've aimed higher with BIG HOPS and the team is bigger than just Luckshot Games, so I want to give everyone a quick shout:

Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, Spanish - Spain, Russian, Simplified Chinese, Portuguese - Brazil*languages with full audio support
Engagement
Hours played at review time, across 42 reviews with recorded playtime.
Reviews
Themes across 42 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
A lot of love went into this game and it clearly shows in the variety of mechanics that were attempted and implemented. You can see inspiration from mario64, spyro, crash bandicoot, sly cooper, and even newer games like celeste towards the end. It's just a fun world to drop into and spend some time hopping around. Once you get the more physics based movement down, it feels really good sliding and rolling along through the levels so smoothly. Lots of cool items to pick up and hoard for just the right moment. My biggest gripes were: - The high jump mechanic is somewhat annoying how it doesn't propel you forward. You can get a little better at this if you do it quickly while maintaining some speed before using, but it never felt like what I wanted to happen. - Swimming is not very enjoyable, mainly from the short breath timer. Luckily you can unlock a motorized swimming device if you explore a little bit shortly after unlocking the ability to swim. I used that thing anytime I touched the water. There's also not that much swimming overall Other than those couple of things I enjoyed this one and would definitely recommend to anyone who likes platformers.
A well-constructed 3D platformer that goes beyond the now-deafault ps1-era stylings for indies and manages a comfortably ps2+ level of not just graphical quality (style owes a lot to Wind Waker and Sly Cooper) but other aspects of presentation like character interaction, cutscenes etc (although cut corners sometimes show up due to presumable budget constraints, they're generally the right corners in that nothing too essential feels lost). Gamplay features a variety of environments that are different levels of open to exploration for collectable-hunting goodness, though the main path through the game is functionally pretty linear. It's unlikely to rock your socks off if you;ve played games like this before, but it's consistently competent, decently meaty (i have offline playtime on the deck, beating the game probably took me ~15 hours with some but by no menas exhuastive sidetracking), and has a healthy helping of modern schmoovement goodness in the form of dash-jump chaining, momentum swinging and other physicsy stuff. The game's most unique giummick, the consumable fruit/veg you can carry and deploy for traversal abilities, are cool like you'd expect and and add variety and depth to the game's platforming challenges, but it's also the aspect with the most clearly unfulfilled potantial - you can do some really enjoyably clever/exciting/powerful things with them (and if you;re like me you will where you can for the fun of it), but you;re never really cahlleneged to because as a mostly linear game that wants success to be possible with an empty backback (probably for the best under the circumstances), the game never really pushes the boat out and asks you to 'think with vegetables'. There's no convetional 'enemies' either, but I was impressed by how consistently the number and variety of hazards, contraptions and tools kept me engaged and never made me feel bored or like anything was missing. Other thoughts: Story unexceptional but keeps the game going. Would probably make a pretty cool speed game.
3D Platformers are really tough to make, and so many of them feel repetitive after a few hours in. BIG HOPS is different. This was the best 3D platformer I've played in so, so long. The mechanics were deep, the art style was rich, the world was exciting to explore and the music was sublime. There is so much this thing nails: the emergent gameplay from throwing fruits with different properties, the trinket system which spices up your movement/gameplay preferences, and being able to go underwater and climb by managing stamina was fantastic. I really commend Chris and the rest of the team for spending 6 years to make this masterpiece. Big shouts out to y'all, I truly loved this game!
Such a gorgeous game. This game is such an easy 9/10 for me and it is SO CLOSE to a 10/10, but it misses the buck in just a handful of areas. The controls are shy of Mario 3d platformer levels of smooth and effortless, which is a very high bar and very reasonable that they didn't hit it, but all the same...The characters are cute and fun, the tutorial is simple and fun enough, and the gameplay is the PERFECT level of challenging. The story is a bit odd though. Who the hell is this main villain? He's weird looking and even my player character doesn't know him. Feels like the creator left a lot of exposition on the cutting room floor in favor of jumpstarting the actual game, which I really appreciate. Maybe even trading it in for the mystery of who this villain is that we can potentially uncover as the story continues on. I am very excited to play more, especially on my AYN Thor and Retroid Pocket 5 as I was flipping back and forth between them for my gameplay so far. AMAZING GAME! SO GLAD I GOT IT! CAN'T WAIT TO FINISH IT!!
Very nice platformer, about 10 hrs of gameplay Controller is preferred The game plays very nicely and the mechanics all work very well, you can feel the inspiration from mario odyssey One of the best platformers I've played in a while
Really fun game, one thing that's annoying that I just experienced is when you play a song on the jukebox and it doesn't cancel the main games music.
banjo kazooie vibes. loved it. nitpick: late game tablet that reveals remaining collectibles should have fast travel. That would make finishing collection fun and not a chore.
First glance I thought this game was like A Short Hike - You explore the map, collect items and climb to higher places. I was only half right, it eventually feels like a mix of A Short Hike and PEAK, with a strong charming story and plenty of humor. Sure, a lot of the gameplay is about climbing and visiting different areas, there are also many lovely city buildings and houses to look at. One of the most fun parts is using different functional fruits: some work like ropes, others shoot floating bubbles, offering the little frog guy plenty of creative ways to cross gaps. There are badges you can pick and equip as buffs along with interesting costumes. Most of the puzzles are built around crossing gaps or getting over walls, I’m about a third of the way and the only tricky part I’ve found so far was a trapdoor that required timing. It took me a few minutes to get through but overall, the game is mostly lighthearted, fun and exciting. One funny mission involves two rabbit brothers who refuse to talk to each other over some small disagreement even though they clearly want to make up. Each of them asks you to get an item from the other and after trying almost everything without a solution, I threw a flame fruit at one of the rabbits. He caught fire and said it must be his brother’s way of apologizing and they immediately made up lol. Another is a robber rabbit who appears from a pipe like Zorro, and later leaves a note if you followed the wrong pipe. I can really tell Devs put a lot of love into this game, I recommend it. [u] [url=https://store.steampowered.com/curator/43342176-Why-Not-Games/#browse] My curator page[/url][/u] https://steamcommunity.com/sharedfiles/filedetails/?id=3725386759&fileuploadsuccess=1
Super fantastic game 🙏, very well made in pretty much every department. Gameplay feels very punchy, responsive, and awesome, and there's about 20 hours worth of content for a regular playthrough that's enjoyable for the entire time through.
Good mechanics, chill vibe, best new 3d platformer!
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