
Jump high. Glide far. Blast weird robots. Polpo is a fast, vertical FPS platformer with pure ‘90s energy
Modeled estimate, not a reported figure. How we estimate →
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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.


Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English
Engagement
Reviews
the game crashed often on my hardware, a community fix worked, but even after that the game is obviously very unpolished
I probably should have known what I was getting in too when the game didn't explain the controls until you get into the first level...and then they layout shown in game is incorrect. It really is a sign of the level of detail the dev put into this.
I haven't played the original [u] inspiration [/u] of Jumping Flash! for the PS1, and I admit I decided on a whim to snag this game in a bundle after a game reviewer mentioned it at the end of their Jumping Flash Review. I needed to expand my gaming horizons. I played Version 1.2 with everything on Ultra, so I didn't see anything wrong runtime wise. Playing it in sim mode, I was having a cautious but fun time going through the first half of the levels, platforming and jumping through pieces of the map, blasting any enemies and objects to get my score up, trying to glide as long as possible for every point to make it to the S rank. I even hunted for crypto pixels, which act as a collectible that rewards you with a enemy model on your desk. The visuals are low polygonal, with some stylings of 90's, like with the bootup screen having a fuzzy, off white visual. It works, but I think more of utility rather than a bunch of nostalgia that I keep hearing about. The english language translation has a few bumps to it, but I'm not putting marks against it, as the drawings and gameplay were more than enough to understand what they mean. There wasn't any point where I was dumbfounded on what the game was saying. The energy consumption isn't bad in my experience, acting more as a soft timer and as a mechanic to entice me to actually look around the map and gain the code cubes. It rewards shooting pink objects, and gives an incentive to collect the bubbled fruits hidden in the corners, which also reward you with a temporary modifier. In terms of movement, it's very floaty, like a hovercraft with jet thrusters on low. Changing directions and jumping high is going to be more momentum based than you would expect. There is a kind of difficulty curve in being able to maximize your jump height, as you're able to chain 3 jumps if you time it right, and can 'flutter' if you keep the space key held down. To float, you need to selectively hold the space key down, which slows your descent and plays a fluid sound to signal. Be prepared to use the float constantly. However, after the first level of the second set of levels, my interest tanked after the later levels became more of tightropes, long max-distance jumps, and enemies taking potshots at you in the air. There's people out there that probably enjoy this kind of level, but I can't say I am. I'm a pick-up-and-play causal gamer, plain and simple. The description does say that it's a vertical platformer, but I still feel like the rug's been pulled underneath my feet when the level design had a lot of elbow room to navigate. What doesn't help me is that shots have gravity drop, so some of the enemies far into the distance can't be sniped unless you have a power up that can reach them. I tried to spam click to suppress the enemies in compromise, but that visually cluttered my UI, which was already clogged with many visual effects. Maybe one of the options tones this down, but I've already adapted to it at this point. Speaking of visual clutter, getting the visual glitch effects when I got really hurt (arcade level) really messed with my interaction. Rarely you encounter a tight space with a lot of enemies, and if you mess up you get wombo combo'ed into a mess of projectiles and visual effects that mess with tracking where to aim and shoot. When the shot momentarily cut to the desk menu I thought I already failed the level. When you do fail, you have to reselect the level from the desk menu and start again instead of instantly restarting. Maybe it's trying to be old school, but if you die easily I can imagine the tedium of restarting gets to grate on your nerves. In all, there's some meat on this game that I feel like is worth playing, but I can't recommend a game where only half of it feels worthwhile. Also worth mentioning is that it isn't a clone of Jumping Flash!, it's inspired by some of the mechanics of such, so some of the hardcore JF! fans might not find this game to scratch their itch. But hey, it's on the cheap, so if you're still dedicated to getting this, buy the bundle or wait for a sale to go on.
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Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
Hours played at review time, across 36 reviews with recorded playtime.
Fantastic game! Gorgeous design and aesthetic. You might think the slight disconnect from the UI and camera (sort of like sway, but not really?!??!) might be disorienting, but it works so well. If you've played, and even enjoyed just slightly, Jumping Flash, this refines and nails that gameplay style to a tee and then some. You really can't go wrong with this, especially for the price. Its whole. Its fun. Old school meets new school in all the right ways.
Truly a work of passion. Gets a little VERY samey and the overlay and missing FOV causes issues with nauseous. Music dose not really play that often and the gameplay loop is not all that motivating. Has a few bugs like music not starting or even having issues with newer PC. I could only get it running sanboxed in bottels on linux with older versions of proton and dxvk. With a little polish it could be better, not much needed, but still a little boring then. Uses jumping flash as inspiration but dose not reach the fun loop like it did. Fov can at least a little be worked with by adding AspectRatio_MaintainYFOV to the configs. Issue with many games in Unreal engine sadly. Online are many guides on how to do it. Some filters can be disabled by deleting all files in: /FORZA POLPO/Engine/Shaders/StandaloneRenderer/D3D/ I am kinda sad to see how little people review this game.
https://youtu.be/mSZm2y07czM
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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