3 Reviews:
notmaxwell
It's pretty impressive, this game excels for the most part in originality, there's rarely any basic 32px jumps or common setups. Although i had a few complaints, while i am impressed by the range of jumps, some certainly felt quite a lot more interesting conceptually than to actually play. I had this especially with save 2, mainly the start of it, most of these complaints come from either a jump being visually vague, and therefore nor satisfying or intuitive, or a jump's inputs being uncomfortable or not very interesting \ a large spike in difficulty (in save 2, the 3rd jump would fall under the first 2 here, being a high jump with a low pause and fulljump). A few more examples of these would be the 18f & 7f in save 5, the 14f in save 2, etc. There's a lot more good jumps than bad, and for an example save 5 was exceptional, 3 was pretty good, etc.
Final save is the hardest by quite a lot, I will say that i found it to be a bit unbalanced, the top row and half of the middle row felt a lot more consistent than the middle-ish section mainly due to the 2 bhop jumps, the latter of which requiring a frame perfect rejump on the first frame. I didn't like this jump much, it's a cool jump but I felt like it was far too deep into the save, it's quite hard to tell if you jumped 1st or 2nd frame and consistency develops slowly at this jump compared to most other ones, which kind of made it feel like a wall. I also am not too big of a fan of the 9f planes, i like the spin with the first one requiring a bhop, i commend it for impressiveness, but i can't say i found it to play too well. Also on this topic, I can't say i enjoyed the 4f fj in the bottom row, mainly due to the required valign range, it felt quite frustrating at times having to setup for .48 or .49 with barely any space to jump around, and considering this is at the start of the save i would have to do this almost every attempt, which kind of felt like a frustrating time waster after a while. This isn't nearly as much of a problem with the final jump, which also requires this range (if you use the non-bhop strat i did) as you can bonk and due to it being at the end of the save, the pacing isn't impacted. I loved the 2nd half of this save though, and the first few jumps are pretty cool too, it's kind of repetitive but the jumps feel extremely intuitive for the most part, and especially the 10f feel great, and the bhop in the middle is quite interesting and feels surprisingly good for how easily volatile inputs like that (high jump, low pause djump) can be.
I want to talk about the update in this game though, as i don't really understand some of it. I played a bit of save 1 before the update, and it kind of feels like quality was sacrificed in some spots to make the game harder. In the middle of the save, there's now a required 6f with a tight and awkward turnaround, which isn't really a 'ftfa-like' jump (s2 also has this with the 14f in the top left), which was added in the update, It's a minor nitpick but it was a bit of a shame. That being said, i can understand some of the changes, mainly the ones that make some jumps considerably more interesting (such as at the end of save 3).
Also this is kind of another nitpick, but i would love if the game displayed more than 2 valign decimals. Mainly because there's a few jumps which require extremely tight ranges, and due to gamemaker rounding with 2 decimals you have to consciously make some ranges tighter (such as in the final save, if you were to jump on .47 there's a ~50% chance you aren't in the right range). This isn't the norm so I don't blame the creator or anything, but I want to mention it since maybe it can be.
It's quite a good ftfa-like. Brings a lot of very cool and interesting jumps to the table, so i really commend it for that. I think it sadly falls a bit in terms of balance and with how some of the actual jumps turn out to play, but It's pretty good overall.
[0] Likes
Final save is the hardest by quite a lot, I will say that i found it to be a bit unbalanced, the top row and half of the middle row felt a lot more consistent than the middle-ish section mainly due to the 2 bhop jumps, the latter of which requiring a frame perfect rejump on the first frame. I didn't like this jump much, it's a cool jump but I felt like it was far too deep into the save, it's quite hard to tell if you jumped 1st or 2nd frame and consistency develops slowly at this jump compared to most other ones, which kind of made it feel like a wall. I also am not too big of a fan of the 9f planes, i like the spin with the first one requiring a bhop, i commend it for impressiveness, but i can't say i found it to play too well. Also on this topic, I can't say i enjoyed the 4f fj in the bottom row, mainly due to the required valign range, it felt quite frustrating at times having to setup for .48 or .49 with barely any space to jump around, and considering this is at the start of the save i would have to do this almost every attempt, which kind of felt like a frustrating time waster after a while. This isn't nearly as much of a problem with the final jump, which also requires this range (if you use the non-bhop strat i did) as you can bonk and due to it being at the end of the save, the pacing isn't impacted. I loved the 2nd half of this save though, and the first few jumps are pretty cool too, it's kind of repetitive but the jumps feel extremely intuitive for the most part, and especially the 10f feel great, and the bhop in the middle is quite interesting and feels surprisingly good for how easily volatile inputs like that (high jump, low pause djump) can be.
I want to talk about the update in this game though, as i don't really understand some of it. I played a bit of save 1 before the update, and it kind of feels like quality was sacrificed in some spots to make the game harder. In the middle of the save, there's now a required 6f with a tight and awkward turnaround, which isn't really a 'ftfa-like' jump (s2 also has this with the 14f in the top left), which was added in the update, It's a minor nitpick but it was a bit of a shame. That being said, i can understand some of the changes, mainly the ones that make some jumps considerably more interesting (such as at the end of save 3).
Also this is kind of another nitpick, but i would love if the game displayed more than 2 valign decimals. Mainly because there's a few jumps which require extremely tight ranges, and due to gamemaker rounding with 2 decimals you have to consciously make some ranges tighter (such as in the final save, if you were to jump on .47 there's a ~50% chance you aren't in the right range). This isn't the norm so I don't blame the creator or anything, but I want to mention it since maybe it can be.
It's quite a good ftfa-like. Brings a lot of very cool and interesting jumps to the table, so i really commend it for that. I think it sadly falls a bit in terms of balance and with how some of the actual jumps turn out to play, but It's pretty good overall.
Rating: N/A
Difficulty: N/A
Aug 24, 2026
PlutoTheThing
One of the best FTFA-likes out there. There's a lot of creativity here and the maker has a pretty good grasp on pacing in saves. There's never a point where things felt repetitive or tedious, and I think basically every save has a pretty solid beginning that I didn't mind playing over and over. This game is decently accessible as far as harder FTFA-likes go up until the final save, which has similar difficulty jumps to the rest of the game but is much longer. It's just as good as the rest of the game just at a much higher difficulty. This maker has a lot of potential with their creativity and design sense for harder needle, I'd love to see more from them.
[0] Likes
Rating: 9.3 93
Difficulty: 96 96
Aug 6, 2026
Delicious Fruit
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