Game review

Jumpman

4.5 / 10

Developer
Frank Force (KilledByAPixel)
Publisher
Frank Force (KilledByAPixel)
Released
1 January 2026
Platforms
Web browser (desktop and mobile)
Genre
Platformer
Monetisation
Free, open source, no ads and no in-game purchases
Players
Single-player only

The short version

Jumpman is a competent, single-level Super Mario Bros. pastiche — run, stomp, collect coins, reach the flag — that works cleanly with a keyboard. It falls apart specifically on the thing this shelf exists to test: the on-screen jump button does not register a jump. Extensive testing confirmed the virtual d-pad drives movement correctly through genuine touch input, but neither face button on the same touch overlay produces any effect, on any coordinate tried, using two different real-touch dispatch mechanisms. In a platformer, that is not a rough edge; it is the one input the entire genre depends on.

Biggest strengths

  • Movement via the on-screen virtual d-pad is confirmed working correctly through genuine touch input — dragging the stick zone reliably steers the character and the world scrolls in response
  • Keyboard controls work exactly as expected on desktop, including the SMB-style floaty-hold / snappy-release jump arc, confirmed by holding Space and watching the character leave the ground
  • Clean, legible pixel art at phone screen size, consistent with the visual quality of other LittleJS Arcade entries already on this shelf

Biggest weaknesses

  • "The jump button does not work via touch. This was tested exhaustively: multiple exact coordinates computed directly from the engine's own hit-test math (including the dead center of the button zone), two different real-touch dispatch mechanisms (a discrete press-and-hold and a held drag, the same mechanism that reliably drives the movement stick), and press durations from 400ms to 800ms. None produced a jump. The second face button (run) was equally unresponsive"
  • Since jumping is the one action a Mario-style platformer cannot be played without, this makes the phone version effectively unplayable past the first gap or enemy, regardless of how well the movement stick works
  • A single level with no additional content, modes, or progression beyond reaching the flag

Who it's for: Keyboard players who want a short, free Mario homage; not currently recommendable on a phone

Our recommendation: Play it with a keyboard. Do not expect the phone version to work.

4.5 / 10

Jumpman doesn't disguise its inspiration: a red-capped hero runs across brick platforms, stomps small brown enemies, breaks question blocks for coins, and walks toward a castle with a flagpole outside it. It's a direct, competent homage to Super Mario Bros.'s first level, built as one of the smaller entries in Frank Force's open-source LittleJS Arcade collection, and on a keyboard it plays exactly the way that description suggests — run and jump, snappy when you let go of the jump button early, floatier when you hold it, precisely the input feel the source comments describe as "SMB-style tuning."

The one button that doesn't work

This shelf exists to catch exactly the failure mode this game has. The touch overlay looks right: touching the bottom-left corner of the screen produces a real analog/digital d-pad, and dragging it steers the character with the same responsiveness as the keyboard. That was directly confirmed — the world visibly scrolled and the character moved right and left as the stick was dragged, using Chromium's real touch input pipeline rather than a synthetic click.

The jump button, on the same overlay, does not work. This isn't a single failed attempt: testing computed the exact hit-test coordinates from the engine's own published logic (the touch gamepad resolves a touch to a face button by distance from the button cluster's center, using a published touchGamepadSize constant), tried the mathematically dead-center point of the button zone, tried both face button regions, and used two different real-touch dispatch mechanisms — a discrete press-and-release and a held drag, the exact same drag mechanism that reliably drives the movement stick moments earlier in the same test run. Every attempt left the character standing flat-footed on the ground. Keyboard jump on desktop, tested the same way, worked immediately and visibly. The touch stick works. The touch buttons do not.

Why this is disqualifying here, specifically

A platformer is definitionally a game about jumping. Steering left and right without being able to jump gets a player exactly as far as the first gap in the platform, the first pipe, or the first enemy — which in Jumpman's single level is a matter of seconds. This is the same category of failure this shelf has rejected before under a different shape: a touch surface that handles one axis of control convincingly while leaving the genre-defining action unreachable. It doesn't matter that the rest of the implementation — the movement feel, the pixel art, the SMB-accurate jump arc — is genuinely solid, because none of it is reachable on a phone past the opening steps.

Verdict

Jumpman is a well-made keyboard platformer let down by a touch control scheme that looks complete and isn't. The movement half of its virtual gamepad works exactly as it should; the jump half, tested thoroughly and by multiple methods, does not respond to touch input at all. Recommended on a keyboard. Not recommended, in its current state, on the device this shelf is built around.

Pros and cons

Pros

  • Movement via the on-screen virtual d-pad is confirmed working correctly through genuine touch input — dragging the stick zone reliably steers the character and the world scrolls in response
  • Keyboard controls work exactly as expected on desktop, including the SMB-style floaty-hold / snappy-release jump arc, confirmed by holding Space and watching the character leave the ground
  • Clean, legible pixel art at phone screen size, consistent with the visual quality of other LittleJS Arcade entries already on this shelf
  • Zero console errors, zero page errors and zero failed network requests across every test run
  • Free, open source, no ads or analytics of any kind

Cons

  • "The jump button does not work via touch. This was tested exhaustively: multiple exact coordinates computed directly from the engine's own hit-test math (including the dead center of the button zone), two different real-touch dispatch mechanisms (a discrete press-and-hold and a held drag, the same mechanism that reliably drives the movement stick), and press durations from 400ms to 800ms. None produced a jump. The second face button (run) was equally unresponsive"
  • Since jumping is the one action a Mario-style platformer cannot be played without, this makes the phone version effectively unplayable past the first gap or enemy, regardless of how well the movement stick works
  • A single level with no additional content, modes, or progression beyond reaching the flag
  • No twist on the Super Mario Bros. formula it's paying homage to

Category scores

Category scores are the reviewer's read on each area. They inform the overall score but do not average into it — the number at the top of the page is a judgement, not a calculation.

  • Gameplay 6 / 10
  • Visuals 7 / 10
  • Performance 8 / 10
  • Originality 3.5 / 10
  • Replayability 4.5 / 10
  • Controls 2 / 10