
A physics driven parkour game inspired by "Getting Over It" and "Jump King". Flip, ski, and dive yourself up a massive mountain of stuff. Fall down, rage, get up, shake it off, parkour-on!
Modeled estimate, not a reported figure. How we estimate →
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, German, Spanish - Spain, Czech, Portuguese - Brazil, Russian, Simplified Chinese, Traditional Chinese
Engagement
Hours played at review time, across 40 reviews with recorded playtime.
Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
overall alright. the price is in offer for -87% good.
[h3]游戏简评[/h3] 游戏控制非常非常简单,简单到鼠标右键坏了都能玩,但是游戏却非常非常难,难到我山的1%都翻不过去。画风很简单清新,没有多余的点缀但是可以看出来美术上是下了功夫的,以不同速度撞树上,树摇摆和掉雪花的反馈都做的特别好。关卡设计也不单调,就是可能一次失误又得回到好久以前。整体还是太难找准感觉了,如果看别人速通的话,我会很乐意的。 [h3]优点[/h3] [list] [*]美术细节很用心 [*]控制方法简单 [/list] [h3]缺点(这是我的缺点)[/h3] [list] [*]太难了,适合看别人玩 [/list]
This game is a metaphor for my life; I don't really know what I'm doing, sometimes I make a tiny bit of progress, but I spend most of it sliding downhill on my face.
Jeu pour rager. That Flipping Mountain c'est typiquement le genre de jeu "facile à apprendre, difficile à maitriser". Lorgnant du côté de [i]Getting Over It[/i] ou autres [/i]Jump King[/i], That Flipping Mountain propose un gameplay simple: on choisit l'angle selon lequel notre bonhomme va être propulser, on clique pour l'envoyer en l'air, et on re-clique pendant le saut pour faire le tourner plus ou moins longtemps afin de le faire retomber sur ses jambes. Si le saut est bon, on continue à progresser, sinon, c'est la chute. Le but du jeu étant de gravir une montagne, on se rend vite compte que l'aventure ne va pas être simple. Les contrôles répondent très bien, mais le joueur est vite confronté à des sauts demandant un angle et une puissance ultra précis. Pire, arriverons bientôt des passages très difficiles, qui feront dégringoler le bonhomme presque tout en bas de la montagne en cas d'échec. Personnellement j'ai tenu 1h30 dessus, le temps de gravir la moitié de la montagne tout en me rendant compte du côté impitoyable de la chose. J'aime bien le concept et je trouve ça même plutôt rigolo, malheureusement j'en ai eu vite assez de péter les plombs devant mon écran à cause d'un clique de souris 1/10ème de seconde trop long, demandant de refaire le même passage de 3mn en chaine. À réserver aux VRAIS masochistes !
爛
atm i wouldn’t recommend it much. the aiming arc doesn’t line up with where you actually land, and the successful landing detection doesn’t trigger reliably either. the upside is that the art style is solid, and a few of the maps have some neat design ideas. the difficulty curve feels weird though, with the beginning and end being easier while the middle gets oddly punishing. overall, unless you’re extremely bored or specifically looking to suffer, i don’t think it’s worth spending time on. watching some gameplay online is probably enough.
tight controls,simple concept, insane difficulty and one flipping mountain highly recommended (also great on Steam deck)
I'm maybe a 3rd of the way up the mountain. I hate this game so much. I will reach the top one day. If you like foddian games this is a good little one.
Absolutna sracka srackoidna, praskli mi cievy pri tejto hre
Вы когда-нибудь покоряли ледяную гору с помощью прыжков ? Уже этим она меня подкупила , но всё же больше всего эмоций осталось с попыток других её покорить . Очень советую при покупке выбрать кого-то из друзей и подарить ему тоже . Очень хорошая игра для того,чтобы втянуться в жанр "Поднимайся куда-то пол часа и упади вниз " ,потому что имеет безопасные точки для сохранения прогресса и невысокую сложность на фоне других представителей.
Related
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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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