
A 3D platformer where you go to a place to do a thing
Modeled estimate, not a reported figure. How we estimate →
Media

About
Randall the Grape Jelly Cube looking thing is going on a quest in Soda Valley to take revenge on the monsters that lurk in the valley (or maybe he is just really bored; no one really knows for sure). Kick your way through one giant valley with different areas to explore, different collectibles to pick up, and a few secrets to discover.
Game Features
Complex movement mechanics that allow the player to flow through levels once mastered
A giant level with secret areas and a total of 12 collectible crystals to find
A castle dungeon area that has a boss fight at the end
A cartoony aesthetic with cel-shading and outlines
5 unique music tracks, one of which contains live instruments.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English
Engagement
Hours played at review time, across 21 reviews with recorded playtime.
Reviews
The game is good but leaves a big plot hole, why did he go to Soda Valley? At first you may think that it was due to curiosity or greed. Randall goes to seal these collectibles from the "enemies". If you can call them that. The game is good, but hard. This was one of my favorite games, and I gifted it to a friend. Thank you Ethan. On a more serious note, I cant navigate the menus.
https://www.twitch.tv/randallthegrapejellycube makes some really cool randall streams. anyway its a cool game
One of the most enjoyable platformer games I've played in a long time, Thank you Randall the grape jelly cube, I am truly glad you went to soda valley for some reason
this is one of the games of all time, there are so many cool levels and tricks you can even go to place to do thing, but there is a few questions like what is soda valley and who is Randall the grape jelly cube these could be some really cool lore over all very fun game with a great soundtrack
[url=https://store.steampowered.com/curator/45433870/]Collectable Collectathons review: 7/10[/url]. Collectathon that controls and plays much like Mario64, but set in one single and rather large world. The collectibles serve to trace the path through the world that you should take; gathering them allows you to unlock doors that make the rest of the world accessible. There’s a great deal of emphasis on moving platforms thus most of the challenge comes not from precise jumping, but precise timing. It’s always quite obvious where to go and what the right path is so most of the challenge comes from the Precision Platformer aspect of the game. The controls were good and satisfying except perhaps for the wall jump which I found to be kind of fiddly. I played with an Xbox 360Controller, and found that it worked great out of the box with no steam input tweaks required. Although I have not yet finished it, it seems to be completely free from any kind of storyline, which honestly could be a good choice since most indie devs don’t know how to write a storyline that doesn’t bore me to tears. Although I did not finish it in one sitting, I can report that it does save your progress so it is possible to spread out over multiple play sessions.
the beginning is fine, but the ending bits got annoying. it has modern collectathon problems of too much stuff to collect and maps too big. still think it's fun, but it's a little rough, especially once you have 7 stars.
Good game. Very speedrunable
A smart little platformer that is a great way to have fun with a couple of bucks. The soundtrack also strikes a nice balance of catchiness and making me feel insane. You should play it.
TL;DR - Randall is a short, somewhat janky collectathon 3D platformer. It's broadly satisfying, but a few things didn't get enough attention. The chief problem is wasting your time by putting real challenges after a series of easy obstacles, so death or falling mandates repeating both the easy and hard stuff. If you enjoy 3D platformers, I recommend the game on sale or not. Randall The Grape Jelly Cube Goes To Soda Valley For Some Reason succeeds at SEO, and somewhat at 3D platforming. You have four major abilities - a jump, a slowly-descending double jump, a wall jump, and a clunky-feeling slide kick that can be used as an attack. There are an additional two types of jumps you can perform out of these existing moves, which for some reason are only taught to you at the end of a path in the final area. These moves are a long jump and a high jump, performed by performing a slide kick in midair, and then timing a press of either the slide kick button or the jump button on landing, similar to the triple step jump in Super Mario 64. These latter two jumps feel a little awkward to pull off, because you have to time the slide kick late in the air, or else the move ends before you land, cutting you off from the special jumps. My other complaint is with Randall's inertia, as he feels slippery and unresponsive during times when it matters, especially after a long jump. There's a number of different collectibles to grab, none of which are given names. The major collectibles are six-pointed stars, with 12 to find across the game, and 7 mandatory to beat the game. While the number you've collected out of the total is displayed after you beat the game, there's no real reason to collect any more than the minimum, since there is no reward, no additional credits sequence, and no achievements. There are also purple and blue trapezoids, which end up totaling (to my knowledge) 838, and 400 and 800 of these are used to get two of the six-pointed stars. There are yellow diamonds, which if you collect all of them in an area, it spawns a six-pointed star. And finally, there are colored keys in the final area, to clear away matching color blocks. There's no story or motivation given to anything (hence the "For Some Reason"), and so there's just some orange blobs who have a vendetta against you, as does their boss you fight at the end. The story and the combat both are the things that had the least attention paid to them in the game design. The enemies with spears that homed in on your position in particular felt cheap, with almost certain death if you attempted to kill them. The final boss also wasted your time, because it repeatedly randomly chose attacks that you might not be able to hit him during, and sometimes those glitched out to be unavoidable, meaning you died and had to restart the fight. On that note, the primary issue I have with the game is wasting your time, and it crops up in the level design a fair amount. Checkpoints frequently only appeared after a long stretch of easy platforming followed by one difficult segment, meaning that with every death, you would have to repeat all of the stuff you breezed through just to likely die again as you try to figure out the intended approach to the difficult portion. Only after which you got to a checkpoint. One particular six-pointed star to collect in the final area requires you to travel for a minimum of 25 seconds between attempts, since you fall to ground level, with no checkpoints higher up. Similar problems occur in two challenge courses you enter. The level design also needed some attention in spots, with collectibles misaligned with the environment, and even demanding death in the process of collection. There are two race challenges initiated by jumping through rings, and it can be unclear at certain points in these which way you're meant to go, since the next ring in the sequence isn't immediately visible. Even so, these provided a nice small challenge. The music is good, and the visuals are... deliberate, I guess I'll say. Not polished, not shooting for a retro vibe, but adequate. Cutscenes don't pause time or restrict control while they take place, and that means you quite likely will die between phases in the final boss fight at least once. There's also some issues with respawning putting you in the wrong position, especially if you jump or perform a slide kick just beforehand, which is a consequence of your character merely becoming transparent and the camera locking when you "die." I think you inherit the momentum as you respawn, and it can put you in some odd places as a result. But if you come into this with the understanding that it's an indie 3D platformer that's a little underbaked, I think you'll enjoy it. I got close to 3 hours of gameplay out of it after struggling with the final six-pointed star and the final boss. I paid the full price, and I don't regret it.
Would it kill you to move that shadow cone under Randall the Grape Jelly Cube's little grape jelly cube body up a little? Since there is no drop shadow visible when Randall is on the ground, its very difficult to tell if he's actually on the ground or nowhere near the platform. Other than that the game is really fun and Ethan Smith is clearly a creative dude.
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Trends
Concurrent players on Steam, sampled daily since tracking started.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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