
Color Jumper is an abstract, color-based puzzle platformer which focuses on fast, precise movement to navigate your surroundings. Inspired by hardcore platformers like Super Meat Boy, Downwell, VVVVVV, and many others.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French*, German*, Russian**languages with full audio support
Engagement
Hours played at review time, across 41 reviews with recorded playtime.
Reviews
Themes across 41 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
非常不错的平台跳跃游戏,玩法上结合了比较有特色的颜色切换 白色:安全,可以任意跳跃、停留 黑色:危险,碰到既死亡 红、黄、蓝、绿色:需要用对应颜色的长方形边碰触即可停留,非相同颜色的则会穿越 总体难度较高,不过还是可以挑战一下
Super Meat boy meets Bob Ross. Having to navigate levels that are as challenging as the famous super meat boy, while trying to select the color you need for the next jump so you don't die. (We don't make mistakes, just happy little accidents, yeah right Bob Ross you never painted with this...). The levels are simplistic at first glace but as you get into you see that they is quite of bit complexity to it that they continue to build upon as the levels progress. I cannot wait to see were this game goes and I am excited to find out. 5/5 good job boys. PS. Where Orange?
Really interesting title for people that are fans of fast paced platformers. Controls are responsive, the music sets a good mood and there's a color blind mode for anyone that needs it. Most importantly for a game like this respawns are nearly isntantaneous so there's no break between failing a stage and being able to attempt it again. Good options catered to people interested in speedrunning the game as well. Definitely recommend.
Warning: This review may be biased because I made the game. This is a good game if you like platforming, precision movement, colors, speed, and games made by people who like cats. This is a bad game if you're looking for story, easygoing levels, character development, or fancy graphics. It's not a game for everyone and I feel that's OK. It's a hard (and sometimes frustrating) game, and I feel that's OK as well. But it was lovingly crafted over two years and I am proud that it's the best dang game it can be. Either way, it's a good game and if you like games like Super Meat Boy, I Wanna Be The Guy, and other frustration platformers, it'd be well worth your time to check it out.
[h1] With flying colors [/h1] Color Jumper is a lively abstract puzzle-platformer clearly inspired by hardcore games like Super Meat Boy, Downwell, and VVVVVV. The concept is simple: you control a cube, with each side painted in one of four colors. You can only land on a platform that matches the color of the cube's bottom face at the moment of landing. Since the cube rotates with every jump, playing it turns into a fast and intense parkour race where you need to plan every move in advance. The levels are refreshingly varied: the game rarely feels repetitive, with each level bringing a new situation. On the technical side, on monitors over 60 Hz, the graphics stay stable with no drops, although the gameplay can feel just slightly slower than it should be. There’s a bit of a downside — the controls can feel unresponsive at times. It’s especially frustrating when playing on a keyboard, needing to instantly redistribute momentum in mid-air or adjust to the flow with the right color. Because of that, some jumps feel almost impossible, and the overall difficulty can get overwhelming, really draining you, taking 20 or even 30 minutes on a level that’s meant to be completed in about 30 seconds — and on top of that, you have to collect overly hidden collectibles. Even though I’m currently stuck on level 75 (01.01.2026), I still recommend the game. For an indie title on Steam, it’s a really high-quality work with tons of useful features and great execution. If you enjoy platformers that really make you work for it, this one’s definitely worth a try. Happy New 2026 to everyone, and here’s to more high-quality and awesome games! [h3] Verdict: [/h3] https://steamcommunity.com/sharedfiles/filedetails/?id=3628285134 [i] P. S. 2x. Did you like the review or my profile? Drop a Steam reward for the review. Thanks to your support, I don't lose the point of playing and writing reviews! [/i]
Let me start out by saying Color Jumper is only for fans of hardcore platformers. I'm on level 34 at the time of writing this, 1/3 of the way through the game and I'm already having flashbacks to Cuphead and Super Meatboy. If you are not a fan of retrying levels over and over again, then this game isn't for you. That being said, there is a lot to like about Color Jumper and enough to set it apart from its forefathers to make it worth picking up. A great deal of the difficulty comes from managing your rotation, as certain objects in the level require you to interact with them with the side of your square of the corresponding color. Every time you jump, or press the jump button while in the air, your square rotates 90 degrees. This allows for really cool and unique gameplay that I have not experienced before. The levels are well designed, with a nice difficulty curve to help ease you into this new mechanic. Platforming fans will feel right at home here and if you get stuck on a level, you have the option to skip it and come back to it later. Another huge positive in this game is the soundtrack. Levels vary in their background music and I haven't come across one I didn't like yet. I might even go back and buy the soundtrack after I finish the game. Visually, the game is very simple with just about everything consisting of simple geometric shapes. They aren't anything to write home about, but they get the job done and most importantly are very readable to facilitate the fast paced gameplay. The large portions of the standard gray wall in particular could have done with some more visual vareity. However, there is a fair amount of particle effects that help make things much more pleasant to look at. Overall, this is easy to recommend to fans of Super Meatboy and other hardcore platformers. Completing the 100 levels in the main game unlocks additional challenge levels, and there is a speedrun mode built in. In my opinion there is easily enough content to justify the $8 price tag.
Color Jumper is yet another of literally thousands of 2D retro platformers infesting Steam and lowering the average quality of all video games everywhere. This console (switch) ported platformer has one single, uninteresting gimmick where you play a square with 4 different coloured edges. The square rotates 90 degrees each time you jump. Each edge interacts with matching colours and white surfaces, and passes through coloured surfaces it doesn't match with, creating various tiresome puzzle platformer scenarios as you need to balance reflexes and correct rotation choices. That's all there is to this very shallow platformer experience. From a technical perspective, the game doesn't meet basic minimum requirements that most PC gamers expect as standard. There's no option to change the resolution and no useful graphics tweaks. There's no way to ensure this is running at the native resolution of your display. There's no guarantee this game will look right on any PC as a result of this hamfisted design decision. The game features extremely lazy, minimalist "art", of the type you normally expect to see in low effort Flash/browser games and mobile apps. Considering this is being evaluated as a PC game, having the graphics phoned in like this isn't going to result in a high quality, visually impressive game that PC gamers are used to seeing. PC gamers will be insulted by the presence of console peasant children's toy controller prompts, despite this being on PC. Developers should try to be aware which platform they're developing for. The controls can't be customised, which will be an annoyance for many, but it can also render the game unplayable for differently-abled gamers, or gamers using AZERTY or other international keyboard layouts. Because this is designed for consoles, it carries a number of deliberate design deficiencies. Compromises were made to cater to the inferior console gaming appliances that the game was designed for. These are unfortunate compromises and limitations that PC gamers shouldn't be forced to accept, but it's evident that PC was a second thought for the console-centric developers. The game is deficient as a result of these choices, and would have been so much better without the handicaps that designing games for consoles forces upon a game. Once more, console peasants have made gaming worse for everyone. These technical defects push this game below acceptable standards for any modern PC game. You don't have to take my word about how bad the game is, we can measure the interest in a game by how much people bothered to play it. Color Jumper has achievements, and they show us a very clear picture that the game absolutely failed to capture any interest from gamers. The most commonly and easily attained achievement is for collecting a collectible, trivial to achieve, but less than 10 percent of players bothered to get that far before uninstalling the game. That's a tiny, tiny proportion of gamers who even bothered with this. Ouch. Reviewing SteamDB to check how popular this game was with players reveals a surprise... there's a modest spike in player counts for the game. But this only happened once, and isn't consistent with the achievement stats, that show less than 10 percent of players bothered playing the game for any reasonable amount of time. How is it possible for this game to have so many concurrent players who didn't bother engaging with this game? Trading cards. People will use card idling software to collect the cards and sell them, but this won't trigger any achievements in-game. That tells us people only really bought this game for trading cards, and that's a damning indictment of the woeful quality. A closer look at the numbers shows the game just has a couple of players every week running up the game and idling it for cards, then deleting it. We must ask how it benefits gamers for there to be so many games like this, with no merit as a serious game, that only generate sales from people idling and selling the trading cards. Color Jumper is relatively cheap at $1 USD, but it's not worth it. Given the defects and quality issues with the game, coupled with the unrealistic price, this is impossible to recommend. [quote][url=https://partner.steamgames.com/doc/store/reviews]Developer Response![/url][/quote]The developer has weighed in to inform everyone they didn't read the [url=https://partner.steamgames.com/doc/store/reviews]Developer Usage Rules[/url] for Steam "partners", or they deliberately ignored the part where Valve says: [quote]Though it may be tempting, not every review needs to be responded to. A developer response will frequently draw more attention than the original statement, potentially turning a small issue into a much larger community discussion. It's also not a good idea to use this feature to refute customer opinions. Your direct attention can be seen as validation or a defensive attempt to silence your customers.[/quote] There's a few revelations and some outright dishonesty from the developer here. First up, the dishonesty, where the developer tries to mislead gamers. The developer chooses to attack the review by failing to acknowledge the real reason they used crap pixel "art" instead of doing their job properly and arranging contemporary visuals. We all know if they were capable of doing better, they would. If they were capable, competent, and approached this with the right skillset and budget, it would resemble games like Red Dead Redemption 2 and Shadows Die Twice. But they didn't... an inadequacy that should not be a problem for gamers to have to put up with. It's an insult to gamers that the developer pretends they can do better instead of admitting the truth (and the developer has another game that looks just as crap as this one). "I made it look bad on purpose, I could have made it look like Cyberpunk 2077 but I chose not to!!!!". Yeah right. Gamers smell BS easily. The developer both acknowledges that this is a handheld game (confirming that fact of my review without doubt), but seems upset about me pointing that out to gamers. See, it doesn't matter what order the developer launched this console game on which platform, the fact is that it's a console game, has all the qualities of a console game, was designed for the lowest common denominator of gaming platforms, and thus compares poorly to games designed for PC. This is useful for gamers to know, which is why I include this important information in my reviews. But we must ask why the developer is so upset about being confronted with facts they themselves confirm. Guilty conscience perhaps? The developer, at the same time, insults PC gamers, showing his true colors. That tells us everything we need to know, really. The developer admits they "learned a lot" trying to make this game. That's an admission they weren't qualified to make professional quality games! Why is this something gamers should put up with? If I went to a restaurant, got sick from eating bad food, and got told "The chef is new and has never cooked food before", would that make it okay? No, it wouldn't. The developer supplied a very valid reason why this should never have been put up for sale on Steam in the first place. Nothing in the developers pointless breach of Valve guidelines changes any of the objective facts of my review. My review stands unaltered. I cannot recommend this game to anyone.
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ds
Challenging, clever, hard af, with responsive and pretty spot-on controls. The first few levels introduce you to the mechanics, but also to another subtle concept which I loved: this is not just a platform; it's also a dynamic, savage puzzle game. Each level is built around your starting color, hinting at the sequence required to complete it as fast as possible. Once you get it, it becomes a crazy ballet of both skills and logic. Great!
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Momentum
Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
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Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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