
Seoul, 2045. Climb the Kukuru Tower, a giant structure with an unfathomable width and height, facing the truths about the city at its pinnacle.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: Korean, English, Japanese, Simplified Chinese, Traditional Chinese
Engagement
Hours played at review time, across 40 reviews with recorded playtime.
Reviews
Themes across 40 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
Blade jumper is a pretty good entry into the foddian genre. Each area is a mini foddian map and once you beat the boss, it is pretty hard, or even impossible to fall below it. Most area introduce new enemy or sometime new mechanics that you have to adapt to which will help mastering the control. But i have to admit that i found the map a bit long and repetitive toward the end and which it ended a bit sooner. For the control, you have a power bar to help you gauge your jump. The jump are similar to jump king but with 5 direction instead of 3 on the ground and later on, 8 direction in the air. The enemy have one patter to learn, most of them are easy to parry but some of them are near impossible and its better to just dodge. My cons with the enemy is that if you jump up to see what is up ahead in the next screen, the enemy respawn when you land back to where you were.
While playing the game (English language), there's no left jump slash, making me unable to progress at the start of the game. Also, there are collision issues where the camera is not following the player character to the next location, so you need to go back to the previous location to refresh the location. Not good.
스토리, 그래픽, 음악, 게임 분위기 모두 만족스럽다. 이런 게임 많이 나왔으면 좋겠네 근데 왜 평가 이지랄남? 생각보다 난이도도 적당한데..?
[도전과제 100%] 캔디를 10개 먹으면 이가 썩는 것이 진리. --------------------------------------------------- If you eat 10 candies, it’s a universal truth that your teeth will rot.
韩国做的武士游戏。玩法是弹射爬塔,不同以往的超高难度爬塔,这个可以走路。 弹射的角度固定,力度靠蓄力,蓄满自动释放。 爬塔的过程中还有敌人向你射击,你可以砍掉子弹和斩杀敌人。 被击中不会死,只会被后坐力弹飞一段距离。爬塔过程中稍不留神会坠落很大一截。 游戏流程加入了剧情,收藏要素和隐藏要素。让人有更进一步的探索欲。 +1,有中文,有成就。
对于这款游戏,我的评价是对于手残的人来说,是很难的,游戏手感有时很蹩脚,而且判定有时很答辩,再加上这款游戏对你长按键位有较大的要求,所以如若不是真的没有游戏玩,建议还是少玩这个游戏,真的很虐心(相信我,玩完之后已经去世了)。作为第一个国人完成这款游戏(其实还没完全搞定,似乎还有真结局,但我实在是不行了,就有请下一位同志搞定吧),我更觉得这款游戏让我将手柄的摇杆上下左右分得一清二楚,剧情很简单,我也就不说了,将整个游戏的地图都找完就知道了。虽说玩完之后浑身难受,但我个人感觉还可以,希望能下一位国人拿下吧。
아직 시작한지 얼마 안됐지만 스토리가 다소 어려운 소재라는것 빼고는 수집이러던가 숨겨진 비밀 같은걸 알아가는 재미가 있는 게임이네요 점프킹류를 못하는 사람한테는 힘들수도있지만 하다보면 점프나 패링은 어느정도 고여서 익숙해지긴합니다. 다만 소개 영상을보면 위층쪽은 단순한걸 넘어 무중력이라던가, 공중에 떠있는 뭔가를 활용해가면서 해야하는거같은데 지금실력으론 엄두가..허허 즐겜해보겠습니다
Blade Jumper is a stripped-down, precision-focused action platformer that builds its entire identity around a single, deceptively simple mechanic: the jump-slash. Developed by bit paradigm and published by CFK Co., Ltd., the game drops you into a stark cyberpunk future where the monolithic Kukuru Tower dominates the skyline and symbolizes an oppressive hierarchy built on addiction and control. You play as a lone agent clawing your way up its levels, not through elaborate combat systems or branching skill trees, but through pure movement mastery and relentless, nerve-testing ascent. What makes the game compelling from the outset is how clearly it communicates its intent — this is a test of reflexes, rhythm, observation, and patience more than it is a traditional platformer with escalating abilities or narrative beats. The moment-to-moment gameplay is built on a tight loop that merges offense and traversal. Every jump doubles as an expression of both survival and attack, forcing you to commit early to your movement while anticipating enemy patterns and environmental hazards. The Tower is composed of compact challenge rooms stacked vertically, each introducing a wrinkle in timing, spacing, or enemy behavior. A set of hostile doll-like automatons populate these floors, behaving more like obstacles in an intricate maze than standard enemies. Their patterns reward players who take the time to watch, learn, and strike at the narrow moments when a clean jump-slash won’t knock them back into danger. What emerges is a sort of rhythmic dance — not musical in nature, but governed by intuition, muscle memory, and tension built around the fear of losing your footing and tumbling downward. A large part of the game’s appeal lies in this vertical structure, which effectively frames each zone like a self-contained gauntlet. Climbing feels tangible because the Tower is unforgiving: a stitch of mistimed input, a momentary lapse in attention, and you can lose floors of progress. The psychological impact is significant — rising through the Tower’s floors comes with equal parts exhilaration and dread, as each successful sequence brings you closer to new revelations while threatening to erase minutes of careful progress. The story itself is minimal but atmospheric, emerging through fragments, environmental cues, and short encounters that paint a picture of a society shaped by manufactured dependency and corporate dominance. The narrative never overshadows the gameplay, but it adds enough texture to make each ascent feel narratively charged, not simply mechanical. Visually, Blade Jumper leans into stark, moody pixel art that reinforces the claustrophobic, high-tech decay of Kukuru Tower. The environments shift as you climb, providing stylistic variation that helps break up the mechanical repetition of the platforming. Bright flashes of neon, cold industrial chambers, and strange abstract constructions appear as you ascend, giving each floor its own mood without ever distracting from the gameplay’s tight focus. Enemy designs and effects are clean enough to keep threats readable, which is essential in a game where every frame matters. The soundtrack and effects complement that focus; they don’t overwhelm, but they create a backdrop that reinforces the sensation of tension and upward momentum. That said, the game’s purity of design is both its strongest asset and its most significant limitation. Because the mechanics never fundamentally evolve, the experience becomes a test of endurance as much as skill. Difficulty ramps sharply as you ascend, and while that escalation feels deliberate, it can also feel punishingly repetitive. Mastery becomes mandatory rather than optional, and players who hit a skill plateau may find themselves repeating the same sections over and over with little sense of forward motion. The lack of mechanical growth — no new moves, no expanded toolset, no alternative strategies — means that progression relies entirely on player improvement rather than character evolution. For dedicated precision-platformer fans, this purity can be satisfying; for others, it may feel like an exhausting grind. The enemy respawn behavior also adds friction. Revisiting or falling through previously cleared screens often results in re-confronting the same threats, which undercuts any sense of having made permanent progress through an area. This can make exploration feel more like a punishment than a reward, especially when scouting or testing new approaches. Combined with the ever-present danger of losing altitude, this system reinforces the game’s uncompromising tone but can also push more casual players away before they experience the deeper layers of the Tower. Ultimately, Blade Jumper is a tightly crafted platformer that demands discipline, focus, and a willingness to endure setbacks. It is not a game built around comfort or accessibility but around the satisfaction of mastering a stripped-down ruleset under increasing pressure. When a sequence clicks — when you chain precise jumps, slash an enemy mid-air, land where intended, and push into a new floor — the game achieves a kind of kinetic clarity that few platformers match. But the inverse is just as true: when progress stalls, the climb can feel Sisyphean. For players who thrive on precision platformers, who enjoy learning through failure, and who appreciate minimalist mechanics honed into sharp challenge, Blade Jumper offers an atmospheric and demanding climb worth attempting. For those seeking variety, narrative depth, or evolving abilities, its rigidity may feel more punishing than rewarding. It is a game unafraid of its own sharp edges — and for the right player, that purity is exactly what makes the ascent memorable. Rating: 7/10
約5時間で登頂…いいや、”クリア”しました。 登山ゲーとアクションの融合とは言えども、登山ゲーとして見てもアクションやストーリー性の観点で見ても何も良くなかったためやっていてただただ苦しかったです。 良かった点 ・グラフィックや音楽だけは良いと思いました。 微妙な点 ・一部のSEが設定による音量調節機能を貫通する。しかも6階の滝や9階のボスが放つレーザーなど大きめの音が貫通するため音量注意です。デバッグは行いましたか? ・キャラの操作性がアクションゲームにも登山ゲーにも合っていない。アクションとして見たら歩くスピードが遅すぎて移動の際は小ジャンプのほうが(恐らく)速いです。ボス戦の理不尽さも含めてダッシュ動作もあっていいと思うのですが。ちなみに、紹介映像に掲載されているようなキレッキレな爽快感は実際のプレイでは体験できません。 登山ゲーとして見たらジャンプの大きさの調節くらいしか要素がないため慣れるのも速いですし、慣れたら坦々と登るだけになるためすぐに飽きが来ました。ジャンプのタメも長めでありかつあまり飛ばないため、ただ登るだけという行為に拍車をかけているように思えます。 ・マップがあまりにも長すぎるし、理不尽。はじめに言えることとしてはマップの左右移動が多すぎます。いたるところで寄り道ばかりさせてくるため、登山をしているというよりはテンポの悪いゲームを地道に進めている感覚に近かったです。また、8階から上下反転する箇所が出現しますが唐突かつかなり面倒で面白くはないです。他にもマップをまたぐ箇所に関してはどの方向へ飛べばよいかも分からないですし、仮に垂直跳びで次のマップを確認した際に今のマップですでに倒した敵がいると戻ったときに即敵が復活するため攻撃を受けて落ちることもしばしば。こういったところにかなりの不親切さを感じます。他にも登山の要素そのものは9階以外は落下しても全然戻されないという点も、マップの長さの他にも「これって登山ゲーなのかな…?」と感じてしまう要因になっていたように思えます。 ・ボス戦が大体理不尽。特にハメ技を多用する8階と、遅延行為だらけの9階のボスは本当にひどかったです。ちゃんとテストプレイしたのでしょうか? 登山ゲーの要素を重視してこのゲームに手をつけた身からするとなぜ登山以外の要素でここまで余計なストレスを負わなければいけないのかと常々思っていました。また、ボス戦からいきなり体力制になるのも意味が分からないです。ボス戦のステージに穴を用意してそこから落ちたらやり直しというふうにすれば良かったのでは?と思いますが。 ・情報量が多すぎて世界観が頭に入ってこない。説明文にも明記されている通り世界観はかなり重視しているようには思えましたがいかんせん後半から固有名詞や唐突なストーリー展開が多すぎて話に全然ついてこれず、最終的には全てどうでもよくなった気分になっていました。また、なぜゲームの舞台を韓国のソウルといった実在する場所にしたのか分かりません。ストーリーの流れ的にとんだ風評被害がすぎるように思えるのですが… ほかにも、各エリアにある墓標に結構な頻度でふざけた遺言が書き込まれていましたが世界観に合っていなくて面白くないです。なぜゲームを作った側がこのゲームの世界における今の状況を忘れているのでしょうか? ・ストーリーの作りが雑。ネタバレですが [spoiler]7階の途中で主人公たちは昔タワーの8階に連れて行かれていたという話が出てきました。となると主人公たちは今更キャンディを食べなくても8階まで行けますよね?となるとキャンディの効能はどこへ行ったのでしょうか?[/spoiler] …というような感じでストーリーに明記されていない矛盾などがこれ以外にもいろいろあるせいで後半は頭の中にずっと「?」の文字が浮かび上がっていました。なんだかゲームを作った側も世界観をすべて把握しきれていないような気がします。 ・プレイに支障のない小さいバグや(ゲーム内の第一言語が違うとはいえども)誤字が存在する。 バグ:倒れモーションの際にノックバックを受けると主人公が分裂する, たまにザッパーの判定をすり抜ける, スタッフロールに敵のHPバーが残っている 誤字:7階「ボクちんを助けてくれ。(同じテキストが2回出る)」, 9階「いずれにせよ、どちらかは命を落とことになるんだから。([b]す[/b]が抜けている)」, エピローグ「彼の物語はここで終わりでは[b]か[/b]い。」 …。 以上より、このゲームはアクションゲームとしてみても登山ゲーとしてみてもストーリー性だけ考えても評価できるものではないと思いました。少なくとも登山ゲー的な観点で見るとハッキリ言って「時間の無駄」という言葉しか出てこなかったため、自分としてはこの山はとてもおすすめできる山ではないです。発想そのものは面白そうに思えたゆえに、作り込みによってはすごく面白くなる可能性を秘めてはいたと思ってはいたんですけどもね。最初は期待していたのですが、最終的にこのような結果になってしまったのはとても残念です。
ストーリーのあるジャンプキングって感じのゲームでした。 2時間ほどやりましたが、飛距離の強弱と角度の見極めがポイントといった感じでした。 子供に会うために、かなり下りないといけないのが鬼でした😂
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