
Experience a clever take on retro Japanese puzzle games. Bite, blow up, and break your way through 80 charming, but challenging levels. Play solo as Dumpy (or have a friend join you as Bumpy) to crush the evil Ghostlord! But don’t take too long, or the Ghosts will get you!!
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Engagement
Hours played at review time, across 39 reviews with recorded playtime.
Reviews
Gawwwd this game is so freakin' cute. I beat world 1 in about 10 minutes & now I have to go back to work and blerg, I just wanna play Dumpy & Bumpy all afternoon.
Dumpy and Bumpy is a 2D retro pixel action/puzzle game that's been slapped together with the godawful GameMaker Studio video game construction kit from Yoyogames. At the very core, this is just a ripoff of Sokoban, but with a few extra mechanics thrown in, like bombs, a "bite" attack that allows you to destroy blocks, the ability to pick up and throw objects, and so on. None of these features change the core nature of the game, it's a block placement/pathing puzzle game on the same tier as a mobile app or a browser/Flash game. Like most GameMaker Studio construction kit "games", this features lazy 2D retro pixel "art", instead of professionally done, contemporary PC graphics. Resolution is locked and can't be changed to try improve the poor quality visuals, which pushes this below acceptable standards for PC. Insultingly, the game requires you to use a console peasant children's toy gamepad. There's an option to use keyboard in the game settings menu, [i]but this doesn't work!!![/i]. The lack of polish here, and insult to PC gamers, makes this completely unrecommendable. GameMaker Studio is a very poor quality game construction kit, and unsurprisingly results in products that have little to no value as games, especially when compared to the work of professional developers who create genuine products for gamers. Just like you can't make a silk purse from a sow's ear, you can't make a good game from a completely crap game engine. Using a video game construction kit requires little to no talent or skill as a game developer. Very often, GameMaker Studio is used to make shovelware and lazy cash grabs, and with a whopping $5 price tag on what looks like a Flash game, I'm not sure that isn't the case here. [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] The developer first immediately attacks the review by demanding that the game must be played longer than 6 minutes to identify the numerous flaws with it. This is a farcical attempt to disqualify a completely valid review by throwing shade at the reviewer... typical of failed amateur developers. Avoiding the facts does not change them and developers must not be permitted to resort to attacks to discredit valid reviews. The developer instead demands that gamers, upon finding a carton of sour milk, must drink the whole thing before determining that it's sour. You can see the sheer galling disingenuousity of the developer here, so desperate to discredit valid reviews for a bad product. It's obvious that if anyone played this 2D retro pixel garbage for longer than 6 minutes, this would not suddenly fix the defects in the game, it wouldn't suddenly pick up 4K support, 3D graphics with high res textures and stop using console peasant children's toy gamepad controls. Here's the thing the developer wants people to ignore: [b][i]It doesn't take longer than 6 minutes to identify the defects in this product that make it unrecommendable.[/i][/b]. The developer correctly identifies a typo in my review, I have corrected the review to more properly identify this is a cheap ripoff of Sokoban, the old 1990s Adobe Flash game. The developer glibly notes that there's a resolution setting in the game... that doesn't actually change the resolution of the game. Why is the developer being obtuse and dishonest about this? The 2D retro pixel art assets remain blocky and rendered badly. Changing the "resolution" setting just changes the scaling and doesn't change the way the game looks muddy, blurry and ugly because the developer didn't bother designing the game for any PC made past 2005. Why on earth is that something PC gamers should have to accept? This is not true resolution changing and the developer knows it. Once more the developer seeks to mislead gamers and obscure the inconvenient truth. The developer goes on to further insult PC gamers by doubling down on their console peasant children's toy gamepad requirement. You can see the attitude of the developer and their disdain for PC gamers... why even launch games on Steam, full of gamers the developer has no respect for? This is just insulting. It does nothing to change the poor quality of this Sokoban ripoff. The developer then defends the Yoyogames GameMaker Studio construction kit, the only construction kit they could work out how to use (because it's partially made for children). Sure, you can dump deeper code into the construction kit, but most don't, it's not the primary use of the construction kit. GameMaker Studio trash accounts for a vast proportion of the garbage that pollutes Steam and makes gaming worse for everyone. Why so? Because it's one of the only tools that non-developers can work out how to use, to pretend that they're game developers. This deluge of poor quality does nothing to improve gaming or make quality products for gamers. But the developers desperate attempt at self validity goes a long way to explain the poor quality of Dumpy and Bumpy. Reviews are about games, and not the dishonesty and terrible attitude of failed amateur "developers" who use contruction kits. Some context around "Dumpy and Bumpy", to properly frame just how drastic a failure this is as a video game. At launch, the game only collected a whopping great big concurrent player count of 5 people. Probably the developers parents and his pet cats. That's 5 gamers out of 12,000,000 gamers on Steam. It never recovered from this lofty high point, and SteamDB shows the game is only launched 1-2 times per week, for roughly 10-15 minutes, more than enough time for people who picked this up in dirt cheap shovelware game bundles to discover how much disk space it's wasting and immediately delete it. We can even see from the developers own data that only 25% of players, one quarter, bothered to play it long enough to get past the first garbage 2D retro pixel world and pick up the achievement for the second. Even achievement hunters won't touch this one, and they'll play anything. Perhaps the developer should spend less time attacking reviewers and more time asking why gamers didn't like their terrible game. Reading factual, honest reviews about their game might go some way to understanding the reasons gamers shunned this. Finally, the developer then makes a passive-aggressive, smug attack at the review once more, attacking the reviewer and insulting my intelligence becuase apparently I'm confused that the game has "colours". Once more, [b][i]It doesn't take longer than 6 minutes to identify the defects in this product that make it unrecommendable, playing a crap game for longer doesn't improve the graphics or magically fix the defects in it.[/i][/b] You can see the developers attitude towards gamers, and desperate attempts to distract from their inadequacy and failure by attacking reviewers explains so much of the poor quality of this failed game, but it doesn't excuse it. I'd like to thank the gamers in the community for the community awards they've given this important and factual review.
Beautiful and well done puzzle game you will hardly put down!
Do you like Block puzzles? Do you have $5.00? I think Programancer is trying to tell you something with this one.
The game is super adorable Has a really cute 16 bit aesthetic that looks like it was taken from tetris attack and a few other things Has two gumpy dinos (which is always a win with me cause I have Bob from bubble bobble tattooed on my arm) The puzzling is very challenging. It doesn't feel quite as water tight or smoothly ramped up as a lot of other more famous puzzle games (at least not in the first 50% of the game), but IMO the challenge is still there. Some of the later levels are much easier than some of the earlier levels in the same world. But it's fine. You still have to beat all 10 to advance anyway! (at least I think you have to beat all 10 to beat a world. at one point I think I might have hit a bug, cause a level spontaneously solved itself without me completing it. that only happened once though and I haven't reproed it, so I think it isn't an intended mechanic) At first I thought some of the mechanics were going to make the game too easy, like being able to hoist and huck all the sokoban style blocks. But there are other mechanics that allow the game to still be challenging. So far the game has mostly focused on the puzzles themselves being hard, rather than having to learn tricks of the mechanics like a lot of puzzle games do. E.g. no "oh, I have to move that block HALF A TILE and block TWO things from DIFFERENT DIRECTIONS" (e.g. adventures of lolo). Which is actually a little bit refreshing. There has been a reliance on twitch mechanics in several levels. Which probably feels fine to a Solomon's Key player. I'm slightly more used to pure puzzle games where that isn't really that prevalent. But it hasn't been a deal breaker IMO. If you can't tell by me comparing it to absolute classics Solomon's Key and Adventures of Lolo, I'm pretty impressed with the game. I haven't played co-op at all, so no idea what that's like. Still focused on beating it single player. Edit: Oh, right, the quibbles. Hopefully gets addressed at some point: The keyboard button mappings feel very off to me. They probably feel normal for people who play a lot of indie games on the keyboard, but they DO NOT feel natural to me at all. Would much prefer defaults to be Z, X, etc, instead of ASDF for face buttons. Enter IMO should be "accept", not like pressing the start button. I suspect there's no standard here and everyone will have different opinions, but I sort of expect ESC, Enter, and Arrow Keys to always operate the same way in every game, and additional buttons to kind of fall in around those. Maybe it's just me. Also, if you have a joystick plugged in, the keyboard controls won't work until you go through the menu and switch from gamepad to keyboard. I assume this is because it is multiplayer. I wish it would just accept both for single player, then when launching multiplayer did some form of dynamic binding instead. But I guess you can just this the first puzzle, lol.
This game's puzzles make me feel like my brain is smooth
cute, simple puzzle action game. kind of reminds me of goof troop. better than what you could buy at panera bread for the same price
非常考验操作的解谜游戏,玩起来太累了。
This is an adorable retro puzzle game that hits that SNES nostalgia perfectly. My 8 yo played it as well and she really liked it. It gets challenging and there's a surprising amount of content for a $5 game too. Highly recommend!
Really clever puzzle game! I also really love how closely it resembles the NES era of games and the music is nice too.
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Modeled estimate over time, reconstructed from Steam's monthly review histogram.
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.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
Languages: English, French, Italian, German, Spanish - Spain, Danish, Dutch, Finnish, Japanese, Korean, Norwegian, Polish +7 more
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