
Jump high. Glide far. Blast weird robots. Polpo is a fast, vertical FPS platformer with pure ‘90s energy
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About
Sky shards float above ruined Japan... and only Polpo, a jet-powered mech, can jump high enough to reach them.
Forza Polpo is a vertical first-person platform shooter set after the collapse. Leap from shattered rooftops, glide across broken bridges, skim silent beaches, and soar past dormant nuclear plants... then blast bizarre enemies before your energy runs out. Inspired by the cult classic Jumping Flash! it distills pure ’90s arcade energy into a fresh, fast experience.

• Pure vertical action... first-person jumps up to 300 ft and long glides
• Energy economy... every jump and shot drains the same meter, choose or fall
• Two modes... Simulation for resource crunch, Arcade for unlimited fun
• Speedrun-ready... tight levels, perfect on Steam Deck
• Vibrant PS1-style visuals... bright low-poly arenas and a banging ’90s soundtrack
Somewhere above the clouds a secret waits. Face the void... grab Forza Polpo and jump.


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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English
Engagement
Reviews
This is NOT the spiritual successor you're looking for. Almost all of the positive reviews are either from the Early Access build which only contained the first few zones, people who were gifted the game by the dev, or have a play time of less than 2 hours before being shelved indefinitely. As such, they all fail to mention just how much the quality of the game nosedives in the entire second half of the game once it left Early Access. Meanwhile, the developer is very defensive and refuses to accept any and all criticisms about the game ranging from the deliberate design choice of being unable to ever pause the game, to the second half of the game being terribly unfair, unbalanced, and lacking any and all good game design practices; Stages are replete with super tiny platforms that demand surgical precision all while ambushing you with endless waves of enemy and projectile spam which can also randomly inflict status ailments... The dev calls this "challenge" instead of what it actually is, total bullcrap that requires you to have the entire level memorized before you can beat it. Other major problems worth mentioning include unresolved bugs, the fact that stages are far more linear than in Jumping Flash ([i]which seriously hurts the enjoyability and replay value of the stages[/i]), the lack of a proper ending after beating the final level ([i]except for a trite, single screen, still image, "Meaning of Life" which you have to return to the title screen to select and feels shoehorned in at the last second[/i]), the lack of a final boss ([i]or any boss for that matter[/i]) despite the store page mentioning that our mission is to defeat an evil doctor, the lack of i-frames causing your health bar to melt in an instant from the aforementioned spam, and an inconsistent air combo mechanic that may or may not screw you out of points upon bouncing off an enemy. Myself, and several others, have tried and failed for months to get him to see that the game has some serious design and quality of life problems in need of addressing, which I took a substantial amount of unpaid time and effort to thoroughly document on a spreadsheet, in video clips, etc. only for the dev to dismiss almost everything while announcing two other games instead of fixing the one already out. So, if you're looking for a successor to Jumping Flash, this isn't it. ([i]Unless your idea of a successor is a rushed, buggy, game with levels designed by "Little Timmy" or some kaizo sadist, then have at it.[/i]) I'm done trying to save this game from itself.
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Modeled estimate over time, reconstructed from Steam's monthly review histogram.
Hours played at review time, across 36 reviews with recorded playtime.
Wouldn’t recommend to anyone in the current state (v. 0.6*). Similarities to Jumping Flash are superficial only and misleading: art style (but not colour palette), first-person view platforming and a jumping robot. In core aspects and overall feel it’s more like anti-JF. Dreadful energy depleting mechanic kills any sense of curiosity and exploration – you are losing life energy by walking (!), jumping (!), shooting and floating. It is so limiting that you mostly have to learn the location of energy tanks and follow this path to just complete the level, free and tranquil exploration is pretty much out of question. Compare it to JF – tons of ways to traverse the stage, especially when you get better, you choose in which order to get carrots/muus, etc. Here if you choose “the wrong path” you may just stuck on some platform with no energy to jump back because there are no energy tanks there. Or you may lose energy while fighting and new tanks are too far away. It also has nothing to do with your skills because there is no way to foresee anything here – if you learn one stage, it won’t help you with the next, you are not getting better. There is only one life for each try to top that – each time you repeat all over again. And the worst thing is that the developer is very protective of this feature. Difficulty and “hardcore” keep being mentioned, but this mechanic has nothing to do with any of these, it’s just tedious. Movement is also nothing like the one in Jumping Flash – jumps are slow and floaty, it’s too easy to fall through something and off the stage, miss a jump or slide off. Once again this seems to be intended which is sad. Right now all stages look dull and the same, mostly due to common (and very limited) colour palette, I guess. The developer intents to improve on this one, though. Overall the game is too unpolished and feels like a prototype, mechanics and goals are poorly conveyed to the player. Those who haven’t played Jumping Flash will have even harder time, I guess. My recommendation: if you really are interested in this concept – wait for v.1.0 and check up-to-date reviews to see if there are positive changes. Don’t risk your money and time for now.
[b]元祖飛びゲー[/b] これを聞いてティン!と来た方、正解です。 初代プレイステーションの初期タイトルである「ジャンピングフラッシュ」(とパイロットウイングス64)にインスパイアを受けたゲームで、 飛んだり跳ねたり撃ったりしながら指定されたアイテムを3つ集めゴールへ向かうFPSとなっています。 世界観もよくインスパイア元へのリスペクトも感じますが、すべての行動で消費するエネルギー制を導入したのはどうなんですかね。 これが足枷となって空中散歩をする自由度がかなり削がれている気がします。 あと原作にあったクイックな足回りも再現して欲しかったかな。歩くとなんか慣性がかかって動き辛いです。 日本語未対応だし、懐かしさ補正がかかってるだけでおススメにはしていますが定価で買うには正直微妙と感じました。
I don't quite know how to sell this game to anyone without talking about the other games that it clearly takes inspiration from, but I'm gonna do my best. Right off the bat, Forza Polpo hits as what I can best describe as a "Thinking person's" Platformer. The goal for each level is simple: Collect three objects hidden throughout the area, then go to the exit. However, the levels themselves are structured like layered dioramas, with everything purposefully spaced out in unique ways that leave you scratching your head while you try to figure out just how the heck you're supposed to get over there. Fortunately you have the ability to make absurdly high jumps with a degree of floatiness to them that makes it an absolute joy to move around the different environments. The catch? With the exception of camera movement, every single movement taken by the player quickly drains from your energy meter. Energy pickups are hidden just about everywhere, and can be stored and used to refill the meter with the press of a button. The first time you enter a level is always the most disorienting, as you might feel a bit anxious trying to get a lay of the land while managing your energy, but once the familiarity sets in, the level starts to feel like a big playpen as you hop and zip around from spot to spot. It's challenging for sure, but never in a way that feels unfair. The game is currently in early access right now, and everything I've played so far feels extremely promising, and I strongly encourage anyone even slightly curious about it to pick it up and give it a try.
This is a really fun take on the classic Jumping Flash formula that doesn't get any love normally. The platforming, energy management system, and enemies all add a decent amount of difficulty to it that was sorely lacking from those classic games, and are well appreciated.
This is a solid "MAYBE" for this game. Controls are fine, the pastel colored world is cute, BUT it is has poor conveyance of objectives and music that cuts out after one track, making the world feel void. I am pretty sure this isn't made by a native english speaking dev, and I see the passion, but it REALLY early in development.
very fun, light-hearted game with cute graphics
Jumping Flash! nostalgia!
Forza Polpo! is a great example of how indie games should be: FUN! And, of course, well crafted. The solo-dev of Monte Gallo, clearly insipired by the Playstation classic Jumping Flash!, enhances the formula with tight controls, providing a joyful but hard to master experience. The soundtrack is amazing, overflowing with Japanese city-pop vibes while guiding the chibi robot Polpo through the levels. A nostalgia fueled game, even though it's still in Early Access, Forza Polpo! is a must buy and you won't regret spending those 10 bucks for it. Check out www.denjinden.com for more reviews and join our Steam Curators page, Denjin Den!
Forza Polpo is a delightful first-person platformer. Excellent controls and nuanced movement make the varied stages a blast to explore, encouraging you to scour every nook to improve your score. The world is dripping with charm and a striking visual flair making it instantly memorable, and the music is great. There are, of course, comparison to be made with Jumping Flash, but even in its early access state, the mechanics of Forza Polpo are far more refined, and it has enough ideas of its own to stand out as a unique and engaging game in its own right. If you're looking for something fun and interesting, it's easy to recommend Forza Polpo.
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.
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