
A platformer without a jump button. Use your chainsaw to navigate the world.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English
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Johnny Chainsaw, developed and published by Adrian Fox, is a puzzle-platformer that immediately sets itself apart through a single defining decision: it removes the jump button entirely. This choice isn’t a novelty layered on top of traditional mechanics—it is the foundation of the entire experience. By stripping away the most basic tool of the genre, the game forces players to rethink how movement works, turning traversal itself into a constant puzzle rather than a given ability. Instead of jumping, players rely on momentum, environmental interaction, and the unique properties of the chainsaw to move through each level. Surfaces, slopes, and objects become tools for propulsion, requiring careful positioning and timing to navigate gaps or reach higher areas. This creates a learning curve that can feel awkward at first, as the instinct to jump is replaced with a more indirect form of movement. However, once the system clicks, it reveals a surprising level of depth, transforming what initially feels restrictive into something flexible and expressive. The level design is built entirely around this mechanic, with each stage acting as a contained challenge that explores different ways to use movement creatively. Levels are short and focused, encouraging experimentation and repeated attempts. Failure is frequent, but the game’s quick restart system keeps the pacing fluid, making each mistake feel like part of the learning process rather than a setback. Over time, players begin to internalize the logic of the movement system, and what once seemed difficult becomes more intuitive. Combat plays a secondary role in the overall experience. While enemies and boss encounters are present, they are designed to complement the movement-focused gameplay rather than replace it. Boss fights in particular serve as moments where traversal and timing are tested under pressure, adding variety without shifting the core identity of the game. These encounters provide a change of pace, but they remain consistent with the game’s emphasis on movement as the primary skill. Beyond its mechanics, Johnny Chainsaw includes a narrative component that adds context to the experience. Set within a science fiction framework involving corporate interests and discoveries beneath a planet’s surface, the story introduces choices that can influence the outcome. While the narrative is not the main attraction, it offers an additional layer for players who want more than pure gameplay. At the same time, the option to focus solely on the levels ensures that the story does not interrupt the flow for those who prefer a more streamlined experience. Visually, the game adopts a clean and functional style. The environments are designed to be easily readable, ensuring that players can quickly understand how to interact with surfaces and obstacles. While this approach supports the gameplay, it also means the presentation lacks visual complexity or strong stylistic flair. The focus remains firmly on mechanics, with the visuals serving a practical role rather than a decorative one. The game’s uniqueness is both its greatest strength and its primary challenge. The absence of a jump mechanic makes it stand out, offering a fresh take on platforming that feels genuinely different. However, it also requires players to adjust their expectations and habits, which may not appeal to everyone. Some sections can feel demanding, particularly when precise movement is required, and the unconventional controls may take time to fully master. Replayability is supported through performance-based elements such as time tracking and optional challenges, encouraging players to refine their approach and improve their efficiency. The structure lends itself well to repeated play, especially for those interested in mastering the mechanics or experimenting with different strategies. However, the overall scope remains modest, reflecting the game’s indie scale. Ultimately, Johnny Chainsaw is a focused and inventive platformer that succeeds by committing fully to its central idea. It offers a distinctive gameplay experience that rewards patience and adaptation, even if it requires an initial adjustment period. While its presentation and scope are limited, its originality and thoughtful design make it stand out within the genre. In the end, it is a game that proves how a single unconventional mechanic can reshape an entire experience, delivering something memorable through simplicity and creativity. Rating: 7/10
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Hours played at review time, across 22 reviews with recorded playtime.
Really enjoyed the game. Had a lot of fun solving the puzzles and trying for the harder collectibles. Really like the physics engine and how the game feels. Lot of hard wood floors and love the aesthetic.
Played the demo at a local game expo and was very impressed. Bought it today and enjoyed it. Fun and inventive platformer. However, some of the timing is very tight and can remind one of an unfair platformer of days past. Overall fun experience 8/10
Johnny Chainsaw has a unique take on platforming, and it was pretty cool and fun during those platforming sections. Unfortunately, most of the game isn't platforming. At least half of all challenges that I saw (quit at level 20/40) were timing-based: there's a thing that's turning off and on, and you gotta go through while it's off. Many more were similar, like needing to get be in a safe zone during a timed blast, or telegraphed falling rocks. Even when you do get to proper platforming, it's very brief, and leaves a lot of potential unexplored, falling back on the same core concepts rather than expanding what can be done with the chainsaw.
Played the game a while back at a retro game convention the creator showcased it at and was very happy to see actually got released a couple years back. I've finally gotten around to playing it and can say its a very fun game with a unique concept and well written story (if your willing to follow along to cutscenes and find the different logs hidden around each level). For $5 dollars I think this game is definitely worth the pick up if your looking for something fun, short, and interesting to play.
This is a great short puzzle/platformer. The main gimmick is you have no jump button, you have to do things with momentum and direction changes to get around. There are going to be several times where you look at something and go "That's easy I just jum- ... hmm, ok, how do I do this?" Fairly short, expect a first play to run about 2-3 hours depending on how interested in the collectibles you are. Which I would recommend going for them as they unlock more of the story, yes story, and it is actually pretty interesting.
"Petah, you left the murder lasers on again!" - Margaret, probably Many would be confused at a platformer where you can't jump - platforms almost by design, require jumping to travel between them, but what if your legs... were actually your arms... which were actually chainsaws? Regardless of if you can't jump, you have a pretty decent amount of mobility here, and the first few minutes are spent teaching you in "Baby's first chainsaw platformer" style. The story, if you choose to play story mode, is surprisingly deep; you can abstract out some things that we should be thinking about in the real world. It's very Ian Malcom - “Your scientists were so preoccupied with whether they could, they didn’t stop to think if they should.” I'm also kind of a sucker for cyberpunk and transhumanistic themes. I also appreciate plot nuggets being available in essentially email format, reminding me of how a lot of plot is presented in games like Deus Ex. I also appreciate the Dev's choice to run the story as silent theater instead of recording all of the parts himself with various accents.
Like many Elder Millennials I grew up playing platformers as a formative experience. I still play them to this day, and am both a fan of challenging platformers (Celeste, Super Meat Boy, Braid, Cuphead, I Wanna Be the Guy) and ones that offer a surprising amount of depth story wise as the genre usually leaves that as an afterthought. You know the drill - save princess, collect bananas, get gold rings, whatever facile backdrop is provided so the player feels okay jumping on the heads of and or killing creatures you don't know a lot about. They're just walking around minding their own business, but I guess they're bad guys, right? Johnny Chainsaw is a slowburn that I really enjoyed in ways I didn't expect. I want to give my gaming background as a perspective background wise because I imagine many of you may feel like I did when I initially played this: Disoriented at a loss of control you've spent hundreds of hours of your gaming life having. Not being able to jump in a platformer? Whatttttt? But y tho? It'd be so easy to get over X obstacle if I could jump grrr. BUT. As a veteran of squishing creatures in their native habitat, I grew to appreciate the uniqueness of the mechanic. For the other old heads reading this: I'd describe Johnny's movement as most akin to Knuckles in the Sonic series - he uses aerial drift to climb up, glide over, under and around obstacles creatively. Once you get past your initial reaction of omg can't jump, it feels really satisfying to solves the puzzles and scale the obstacles using a combination of launch angles, momentum and creative thinking and I really enjoyed it. The other piece I want to touch on that surprised me pleasantly: There's a surprising amount of world building in this story. Initially, as I read the stage prefaces I found both the story and who the key players were a little unclear - you're kinda just dropped in fish out of water and experiencing the thoughts of the different players from a 3rd person perspective (It's not going to Metal Gear you and give an opening 58 minute unplayable cutscene explaining the characters and the world - you're into the action quick). The collectible notes initially gave me a bit Microsoft Outlook Office Worker PTSD. However, and caveat that this is the Celeste and RPG player in me - I found it emotionally resonant, thoughtful, there were elements of horror, perhaps a touch of environmentalism, and undertones of a Gibson-esque cyberpunkian commentary about the application of technology and how it affects nature. Without getting into specific spoilers I felt a bit of conflict about my actions at the end. The developer created an option that you can just play the platforming pieces but for those of you who appreciate world building and a bit of a thinker from your gaming experience, don't select that option. Overall, Johnny Chainsaw is a truly unique type of platformer you should play if you're looking for something new to the genre with a surprising amount of depth story wise.
"Johnny Chainsaw?, Of the Newport Chainsaws? -Frasier Frasier season 3 episode 7 'High Crane Drifter'
IF you like supporting a good small indie developer, but also like rage games? This one is for you!
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