
Dimension Jump is a precision puzzle platformer, where you don’t just jump between platforms, you jump between dimensions!
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Themes across 43 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
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Great game. Reminds me very much of Super Meat Boy and other hard platformers like it, so its good for those who enjoy a bit of a challenge and like games that require a bit of thinking.
[b][h1]Dimension Jump[/h1] by Redpoint. [/b] We received Dimension Jump for review and is descibed as [quote=author] a precision puzzle platformer, where you don’t just jump between platforms, you jump between dimensions![/quote] ...well, you invert the colours an some stuff moves about...a little. The object of the game is to get from A to B...but to go thru C, D and FU to get there. Now this would seem easy but there are various hurdles to jump over and platforms to navigate which appear, disapear or move while in the inverted dimention. This creates a depthy mechanic, another layer to the tried and tested presicion platformer. So, using your new found ability you have to get to the green! to victory. Touch the red, and your ...I dont like rhyming! Adding a stage more to the difficulty are these purple blocks with a white/black cross which removes your ability to jump dimention when you pass through untill you pass through another with the opposite black/white cross. Oh it gets worse. Blue blocks... These change the center of gravity, another tenuous layer of bloody effing...another layer of difficulty. Harder still! Now you can teleport thru walls, but not through the red blocked walls and must collect floaty clouds to do so. This is where you first use the "reset" key. If all of this wasn't enough, adding in some good ol physics to the mix, switches, lasers and evil blue triangles that move around thier set path will make sure you wont get bored. All in all, it is a great game, simplistic in appearance but complex in design. 90 levels of pure frustration await and varients of each and matted with some 16bit retro tunage to chug along with. Over all, I would throw this a 7.5 out of ten. It does the job, it slowly builds in difficulty. Yes sure its not a triple A title but its intending to be. Clean good fun! It maybe a little over priced if even by 2 quid, but if you see this on a sale...grab it up. Peace out Gryffudd - Conquest https://youtu.be/VTSWnTC6Yzo
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Hours played at review time, across 43 reviews with recorded playtime.
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Precision platforming is a crowded genre these days, but there always seems to be room for one more. Enter [b]Dimension Jump[/b], the 8-bit child of [i]Kaizo Mario[/i] and [i]Bennett Foddy's Getting Over It[/i], without the commentary, only gameplay. Not enough detail, you say? Well, without further ado, [h1]Pros[/h1] + A sizable 90 levels to complete + Challenge seekers will enjoy the difficulty ramp + Various mechanics to master: Dimension shifts, locks, blocks, lasers, chasers, and warps + Levels encourage replay both by time attack and a collectible star, forcing you to finish the level in a more difficult way + Leaderboards to challenge worldwide times + Workshop support & level editor - take on hundreds of community stages or share your own [h1]Cons[/h1] - Most levels are very tiny, and take seconds to complete when perfected - Casual players may ragequit the difficulty ramp. Final stages are literally 1-3 pixels tolerance for error - No tutorial, game assumes you can figure it all out, which is problematic for the endgame - Game has no scaling windowed, it's microscopic without fullscreen - Entirely outdated graphics resemble old QBASIC and ATARI games - A single looping music track is catchy at first, but outstays its welcome - If you found the stock levels difficult, wait until you see some of the community stages that are made to fail - High price compared to the value of others in the genre If you've ever played [i]Mario Maker[/i] designer games you'll understand how time consuming it can be to design a good level, so in all fairness to the developers there was a lot of work put into [b]Jump[/b]. But on the other hand, its singular focus on hardcore content is likely to turn off anyone less than dedicated enough to retry after a couple dozen inevitable deaths. My patience wore thin toward the final 15 stages, which became a [i]Kaizo Mario[/i]-fest with 1-2 pixel ledges, lava chambers where every wall is fatal, and tiny footholds that require both momentum and immediate stops within fractions of a second. There is no motivation and no real catharsis to endure the suffering it puts you through. TL;DR? Skip this unless you're a difficult games fan. And even then, only on steep sale. [u]Achievement Hunters[/u]: Beat every stage time and get every star. Good luck.
Dimension Jump-это точный платформер-головоломка, где вы не просто прыгаете между платформами, вы прыгаете между измерениями! После того, как вы подобрали основы, вам придется овладеть искусством прыжков в размер, переключения гравитации и телепортации, чтобы пройти некоторые из самых сложных уровней. С более чем 90 уровней для завершения, каждый с вызовом раз и бонусных звезд, будет много, чтобы бросить вызов всех уровней квалификации. По мере прохождения наборов уровней сложность увеличивается, добавляя новые механики и ставя все навыки, которые вы узнали, на тест. Собирайте достижения Steam, выполняя наборы уровней и другие достижения, бросайте вызов своим друзьям с помощью собственных пользовательских уровней с помощью редактора уровней и соревнуйтесь с миром в глобальных таблицах лидеров за самые быстрые времена. 10 из 10
[h1] Minimalistic platformer where you change dimension to reveal hidden platforms. For platformer fans it might be kinda platformatic. Not the worst in the bunch, just doesn't offer much in terms of gameplay. [/h1]
fun game but the discord spam on the menu is annoying as ♥♥♥♥
-nagging discord screen -no joystick control -can't configure control manual
[b][Disclaimer: This key was obtained by the developer for Save or Quit for the purpose of review.][/b] Sometimes on Steam you may find a diamond in the rough title worth its time; sometimes, however, whatever fondness you may have first seen gets grounded into dust from sheer frustration. Only through the mire of many faults to see what greatness was achieved, however brief, can you really form a genuine opinion. Dimension Jump is a title where after the initial 20 levels teach you the fundamentals you begin to see some kindlings of brilliance both intended or otherwise. Unfortunately, as much as I would like to state the game’s problems are towards me and my preferences as I reached fifty out of the ninety levels, there are issues, technical and at the core of the gameplay, that makes this game a hard sell save for a very, very niche puzzle audience. The kind of person who will love screen-shaping and dimension-changing puzzles combined with reflex based challenges and precise platforming, then memorizing those patterns or routes for speedrunning, or those who desire to rethink how to tackle harder levels with other collectables as completionists. For those people, there are enough challenging and innovative puzzles to sate your curiosity and a level-editor to sate your sadism towards others. [h1]P stands for Puzzle, Precision or Perfection?[/h1] Now perhaps the initial problem many people will come across is when they load up the game finding only a third or a fourth of the screen is occupied, nor can you scale the screen-size in window mode to remedy this matter. It’s unfortunately something I was unable to address, and if you struggle with reading your monitor when displayed with small symbols on the screen screen, especially for precise platforming, it’s a deal-breaker. According to the developer, this is a Gamemaker 1.4 engine issue when the engine does not detect your hardware’s DPI (dots per inch), and after trying the developer’s suggestion of going into the Personalize settings from your desktop to change it manually the problem persisted. Technical issues aren’t really my forte, and I’m perhaps more willing to accept this matter as an engine issue as the developer states; however, if it also affects the gameplay in a drastic manner, then I cannot ignore the matter, and that’s where the problems accrue. What makes this scaling issue devastating is how much it affects the game’s minimalistic design. Although there is some charm from the simplicity of pixels—I wouldn’t call it pixel-art, only pixels—the information it obscures due to its small size can make certain puzzles far more difficult than intended. When facing new mechanics like the teleporting blobs, it can be difficult to learn which direction you will face as you fall. Combined with any new or existing mechanics as well as the emphasis on speed and platforming, the result is often a mess. This outcome often happens with levels littered with screen-rotation boxes where they display their directions in a parabola that changes when you rotate. With no time to react, it's nearly impossible to respond to an obstacle or a tricky dimension swap without memorization. For the first half, these problems will only be a minor annoyance, but later puzzles like escorting the box around around the rotating room can become a bane. Levels that have you pushing boxes or rationing the teleportation uses are the worst offenders, and they don’t need to be as punishing to work. In addition to other mechanics that exist to make the game more accessible such as the slow-motion teleport, which makes things more difficult because it is mapped to CTRL, and boxes that must be reset to try again, the game demands too much for every mistake. Sometimes these challenges feel deliberate and it can, admittedly, be satisfying to overcome a level that had you bashing your head against the wall like Super Meat Boy. Unlike that game, the platforming here is so anemic that it doesn’t feel rewarding. Controls also feel too stiff, especially when swapping dimensions on the fly, and the screen effects when swapping dimensions rapidly will strain some people’s eyes. If you play the game slow or take you take, you can avoid a lot of these issues, but it’s not how the game was really meant to be played. What makes this game more noteworthy than your initial impressions are the few interesting levels such as Countdown where you are swapping dimensions to progress while avoiding to block the entrance. These few moments are when the game truly shines. [h1]The Little Game That Thought It Could, But It Cannot[/h1] Unlike other subpar puzzle games on Steam, Dimensional Jump has the benefit that it comes with a level-editor and Steam Workshop support to add more content, and even if you’re not interested in user-made content, the initial ninety levels will tax you for four or five hours depending on your tolerance for these challenges. However, you should be forewarned that the level-editor uses your keyboard, not your mouse, so even in that regard the ability to create levels will be annoying. While there isn’t anything noteworthy to create a community as creative like with Mario Maker, there are a few interesting exploits that may lead to some interesting levels such as gaining momentum when swapping through solid objects as a glitch ladder. Given the final quality of the game and its many issues, it’s hard to determine whether that was deliberate or an accident. One good idea under the mire of two more that requires a perspective change--this statement is perhaps the most solid description of Dimension Jump. It’s unfortunate because when everything does come together there is a solid platformer here that not only can you see but you can also create and play those glimpses into reality.
Great little game. Easy to pick up and play. There are 9 worlds with 10 levels, and each level has a time attack and a star that is hard to get. The game starts out easy enough, but after halfway through, it gets challenging. The end is brutal. Beware if you're trying for 100%. Once I got to around world 6, getting the extra stars got really hard. It's more than just being fast, you have to start avoiding moving obstacles, and it adds a timing element into the speed rush part of it. Great music. Just one soundtrack, but you don't seem to get tired of it. Definitely worth it for the price.
[h1] Dimension Jump – гравітаційно заряджений платформер [/h1] Гру Dimension Jump розробила студія Redpoint Games, для якої це був дебютний реліз у Steam. Офіційний вихід гри відбувся 15–16 березня 2017 року (дату на сторінці магазину трохи зрушено через часові пояси). [list] [*] Ми граємо за абстрактну істоту, яка вміє стрибати не лише між платформами, а й між вимірами. Завдання просте: дістатися з точки А в точку Б і не загинути. Для цього ми використовуємо кілька ключових механік: стрибки між паралельними вимірами, перемикання гравітації (як у Adventures of Shuggy) і телепорти, а також комбінацію всіх цих можливостей. Концепція дуже проста для розуміння, але поступово рівні змушують все чіткіше відчувати таймінг і траєкторії. Що до складності, основна кампанія не пропонує наджорсткого челенджу: у грі понад 90–100 рівнів, але більшість проходяться швидко й, на жаль, не надто запам’ятовуються. Справжні нерви вам можуть потріпати радше користувацькі рівні та «челендж‑варіанти» офіційних етапів, де додаються обмеження за часом і додаткові умови. [/list] Вердикт:[i] непоганий платформер, у якому зібрано кілька вдалих геймплейних фішок: стрибки між вимірами, перемикання гравітації, телепорти й користувацькі рівні через Steam Workshop. Проблема радше в ціннику: за подібний за масштабом і глибиною проєкт просити повну ціну дещо сміливо, тому радив би брати Dimension Jump на знижках від 50% і вище. [/i] Оцінка:[b] 6.5/10[/b]. Дорогуватий «прохідняк» із цікавими, але не проривними ідеями. Огляд був складений Ci8, ексклюзивно для [url=http://steamcommunity.com/groups/bigbadwhl]BigBadWhale Games[/url]. Ключ до гри надав видавець, але це [u]жодним чином не впливає[/u] на мою думку та оцінку.
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Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.