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Jumpster

Score: 70%
ESRB: 4+
Publisher: G5 Entertainment
Developer: Vogat
Media: Download/1
Players: 1
Genre: Puzzle

Graphics & Sound:

Jumpster is a trajectory-based physics game that has a lot of the right elements to make it an enjoyable challenge, but also enough detriments to make it something that even fans of this type of game might want to pass up.

Visually speaking, Jumpster puts you in a strange world with a lot of interesting looking backdrops and set pieces. The alien world is filled with odd looking locations and strange Rube Goldberg-esque levels that require fairly precise angles, timing and power to get just right and get through with the least amount of moves and still collect all of the level's fuel, the pickups you are trying to collect throughout the game.

Jumpster's audio is okay, but doesn't add a whole lot to the overall experience. The background music is low key and out of the way, just like the generic feeling sound effects. Basically, you can play this game with the sound turned off with little to no effect to the overall gameplay experience.


Gameplay:

Like I said above, Jumpster is a trajectory-based physics game similar to Angry Birds, but instead of trying to destroy green pigs, you are trying to get your little black ball to his spaceship and collect as many blobs of fuel as you can.

Currently, Jumpster has three worlds to work your way through, each with 20 levels and 60 black blobs to collect. As you collect blobs, you level up your character, but the only thing leveling up seems to get you is access to the later worlds and coins which you can use to buy a myriad of different in-game features, and trust me, Jumpster will take every opportunity to get you to spend your coins.

Jumpster's design seems to have one driving force behind it. If there is a way for the developers to get you to spend the in-game coins, they will provide it, and if you don't have enough coins, you could always put down some real-world money and buy enough coins to cover your needs.

Don't get me wrong, I have no problem with the micro-transaction business model. It works, but I feel it works best, for both the players and the developers, when the option isn't thrown up in your face at every turn. Here, Jumpster gives you the ability to customize the look of your character as well as buy items that lets you unlock worlds and even skip levels if one is too frustrating to get through. In my mind, these are all fine and good uses of the micro-transaction model. You don't have to use it, and there isn't really any change to the overall feel of the game if you do or don't buy into the extras that are available.

Where Jumpster seems to make a fatal flaw, at least in my opinion, is your character's energy bar. Basically, anything you do in the level takes a small chunk out of the albeit long health bar at the top of the screen. Every jump and death you make causes it to shrink just a little bit, and when the bar is depleted, your character is too tired to go on. Mind you, the bar doesn't refill upon completing a level. Nope, basically, you can either wait for your character to recharge, or you can buy one of the items from the shop that will refill its energy bar.

When I first encountered this issue, I was outright baffled by the fact that I had been playing the game for an hour or so and since I had not earned enough in-game coins to buy a "Martian Cocktail" or "Cosmic Cupcake," the only way I could continue playing the game was to either spend real-world money or wait a whopping 12 hours for my bar to be completely refilled. I will say that I could have waited less time and continued the game with it only partially filled, but considering how little gameplay I had gotten into the full bar, this wasn't very encouraging. Since that first encounter though, Vogat has lessened the refill time to four hours, but that is still an awfully long time to wait for such a short gameplay session.


Difficulty:

Jumpster definitely has a mix of easy and hard levels sort of thrown together without any real feel for a normal difficulty progression. Where you might expect levels early in a world to be easier than those later in it, I found that the tougher puzzles were scattered about and often surrounded by some of the easier levels in the game.

Of course, the game's difficulty can change a lot based on a couple of factors. For one, if you are willing to shell out the money, you can really breeze through those more difficult puzzles without any real trouble. Another aspect that can change how hard the level is, is how much you care about getting all three fuel blobs. Usually, you can easily get two of the pickups along the way to your spaceship, but there is pretty much always one that requires some extra effort. Unfortunately, given the energy costs involved with trying to get that third blob, I found myself deciding that two out of three was perfectly acceptable. As a result, even some of the tougher puzzles became easier to get through.


Game Mechanics:

I hate to harp on this, but it just seems like Jumpster focuses way too much on micro-transactions. The game itself is free, but there is a lot of cost involved if you want to play it for any length of time.

Getting off of that soapbox for a bit, let's ignore the micro-transaction aspect of the game. The energy bar that eventually keeps you from playing just feels like a bad idea all around. Short of an educational game, or something that is very mindful of how much time the player is spending in a game, it just seems like a bad design idea to build in a feature that forces the player to put your game down, and not just for a minute or two, but for hours on end. If I want to keep playing your game because I find it fun, then I shouldn't be punished for playing it as much as I have. At the very least, there should be some energy reward when I've completed the level. I don't mean the bar should be refilled, but maybe just the amount of energy I expended on the successful run. I feel like that would better encourage me to try and beat a level in as few attempts as possible instead of wasting attempts with ill-planned shots. As it is, I know that I will only get an hour or less of gameplay in before I have to put it down, so I don't feel I need to be as precise as I should be. I know that sound backwards, but without any real incentive, that's how I feel playing through the game.

So, is Jumpster worth it? Well, the game itself is free, so the upfront cost is only hard drive space. If you really like physics games and you don't mind either paying a healthy chunk of money in micro-transactions, or simply playing the game in short stints only to have to put it down for a few hours, then I say go for it. Otherwise, Jumpster doesn't really add anything new to the trajectory-based physics game genre.


-J.R. Nip, GameVortex Communications
AKA Chris Meyer

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