Platformer Premium is a game about one thing: the jump.
Put your finger anywhere on the screen and the creature crouches, charging.
Hold longer and it goes farther. Let go and it flies. That is everything you
need to know, and the first level teaches it in about twenty seconds.
What takes longer is getting it right.
ONE BUTTON, AND THE WHOLE GAME IN IT
There is nothing else to press. No stick, no second button, no combo. Every
level is a question about how long to hold, and the answer changes when the
platform is moving, when the wind is blowing, or when the ground you are aiming
at is about to disappear.
Land near the middle of a platform and you get a PERFECT. Chain perfects and
the score climbs fast.
120 LEVELS ACROSS TEN WORLDS
Every level is built from the jump itself: the game works out how far the
creature can reach and places the ground inside that reach. Nothing is
impossible and nothing is filler.
Along the way the ground stops behaving:
• Platforms that slide from side to side
• Lifts that carry you up and down
• Ground that gives way a moment after you land on it
• Ice you slide on
• Blinking platforms that are only there half the time
• Wind that pushes the whole arc
• Trampolines, pipes, bridges and chests
THREE TRIES PER LEVEL
Fall and you lose one. Lose all three and the level starts over, score and all.
Nothing is bought back and nothing recharges while you wait: what you get is the
level again, which is what makes you think the jump through before letting go.
A landing near the middle is a PERFECT, and it has to be earned — the middle
fifth of the platform, not half of it. Chain perfects and the score climbs fast.
THREE MEDALS PER LEVEL
One for reaching the end, one for taking every prize on the way, and one for
doing it without falling once. Getting to the end is the first question;
getting there with all three is a different game, and it is what brings you
back to levels you have already beaten.
SIX CREATURES
Mora, and five more with their own names and their own stories, each unlocked
with medals. They live in a card gallery you swipe through, alive and blinking
inside the card. Pick one and it is the one you play with.
A WORLD THAT IS ACTUALLY THERE
Floating islands over a valley of waterfalls, mountains in the far distance,
leaves drifting through the air, and the light changing as you climb. The
creature is a modelled character, not a flat sticker: it breathes when it
stands still, blinks, tucks up in the air and stretches out to land.
A TUTORIAL YOU CANNOT LOSE
The first level cannot be failed. Fall and you go back to the last platform,
and the game tells you nothing happened. Not a single message says you did
something wrong. And if you already know how to play, one button skips it.
COMFORTABLE AND ACCESSIBLE
• Portrait, one hand, one finger
• Reduced flash, reduced shake and reduced particles, each with its own switch
• Haptics with its own switch
• Music and sound effects with separate switches and separate volume sliders
• Seventeen languages
• Your progress is saved on the phone, level by level
WORKS OFFLINE
The whole game, all 120 levels, the music and your progress live on the phone.
No account, no login, nothing to sync.
ABOUT THE ADS
There is a banner at the bottom with its own reserved strip: it never covers
the creature, the ground or the buttons, and it disappears while you are
reading a menu. Rewarded ads are always opt-in and say exactly what they give
before they start — double the score of a level you already finished, or the
last creature. Nothing is lost by never watching one. There are no full-screen
ads interrupting a jump.
Hold to charge, let go to jump. 120 handmade leaps across ten floating worlds.