Game review
Super Climb Up!!
7.5 / 10
- Developer
- Electric Prune Juice
- Publisher
- Electric Prune Juice
- Released
- 20 May 2026
- Platforms
- Windows
- Genre
- Action, Platformer, Indie
- Monetisation
- Paid, one-time purchase.
- Players
- Single-player only.
The short version
Super Climb Up!! is a vertical platformer from solo studio Electric Prune Juice, built around breaking blocks and climbing skyward in a format inspired by the classic Ice Climber. Its small but near-unanimous review sample praises the tight, forgiving-but-fair movement and a surprising amount of post-game content, tempered by a fair complaint about unforgiving hitless-completion requirements on levels as early as the eighth.
Biggest strengths
- Praised for tight, fair movement, with one reviewer writing "movement feels good, difficult but rarely ever unfair," and specifically praising "the midair swing" mechanic used "during the zombie levels."
- Praised for generous post-game content, with one reviewer noting the game offers "a post-game, post-post-game, and a post-post-post-game, and other fun surprises," and another separately calling it a "completionist" game with "lots of post-game content to keep you coming back."
- Praised for its retro-inspired level design, with one reviewer highlighting how the game "experiment[s] more and more with the Ice Climber format as it goes on, eventually spinning off into its own thing," and crediting "unique mission types spread across the levels."
Biggest weaknesses
- A fair complaint concerns unforgiving perfection requirements, with one reviewer explaining they "cannot recommend this game due to how frustrating going for perfection on levels as early as 8 is," citing a "not getting hit" requirement stacked on top of item collection and time limits as "insanely difficult."
- A fair complaint, raised by the same reviewer, concerns the accessibility health-boost option being made "moot" by perfection runs still requiring a hitless clear regardless of extra health.
- A fair complaint concerns underused character writing, with one reviewer wishing "there was character dialogue in the rest of the game" rather than only learning "the personalities of the main characters after having already rolled credits once."
Who it's for: Fans of tight, challenging platformers with a retro Ice Climber-style vertical hook who enjoy chasing completionist perfection runs; players wanting a relaxed, low-stakes platformer or who dislike strict no-hit challenge requirements should temper expectations for full completion.
Our recommendation: A tightly designed, content-rich platformer from a developer clearly building a following, worth it for genre fans willing to embrace its difficulty.
7.5 / 10
Breaking Blocks, Climbing Skyward
Super Climb Up!! is a vertical platformer from Electric Prune Juice, a small studio whose earlier work reviewers reference with evident familiarity, describing this release as the latest entry in a house style built around tight movement, off-kilter humor, and generous scope for a budget indie price. The pitch is simple and immediately evokes a specific piece of gaming history: it's a vertical platformer "about breaking blocks, hiking through nature, and maybe cleaning up some messes along the way," structurally descended from the climbing format Nintendo's Ice Climber popularized decades ago, but reworked with modern movement tech, mission variety, and a heavier emphasis on completionist post-game content. It released 20 May 2026 for $11.99. This review draws on the full English review sample available at the time of research, 10 reviews out of 10 total, split 9 positive to 1 negative, alongside a broader all-language sample of 11 reviews split 9 positive to 2 negative — a small but almost entirely one-sided verdict.
Movement That Earns Its Praise
The clearest, most consistently cited strength across this review sample is the quality of the core movement itself, the single most important variable in any platformer built around precise vertical traversal. One reviewer writes plainly, "movement feels good, difficult but rarely ever unfair," specifically praising polish touches like level-select screens that "roughly [show] the layout of the level you're about to play" before committing to a run. A separate reviewer goes further into the mechanical specifics, singling out "the midair swing" as a tool they "frequently utilized... during the zombie levels," which they call "the highlight of this game for me," and praising how quickly failed attempts reset: "the fact that restarting is as quick as it is is so nice in a game that rewards you for going hitless." That fast-reset, low-friction approach to retrying failed climbs is a deliberate and well-executed design choice for a genre that lives or dies on how painless it is to try again after a mistake, and reviewers clearly notice and appreciate it.
A Surprising Amount of Post-Game Content
For a budget-priced indie platformer, reviewers are consistently surprised by how much content exists beyond the credits. One reviewer describes the game as offering "a post-game, post-post-game, and a post-post-post-game, and other fun surprises," specifically calling out "Pizza Time levels" as "a definite highlight." Another independently frames the whole package around its replay value for completionists, writing it has "plenty of little challenges to be a completionist over, and lots of post-game content to keep you coming back," crediting the developer, referred to by their studio initials "EPJ," with delivering on a formula they've apparently established across prior releases. A third reviewer, admittedly still working through the game's harder content, describes the mission variety positively: "there are just enough unique mission types spread across the levels I've played where they never" feel repetitive, name-checking "zombie levels" specifically as standout content alongside the core climbing challenges. This layered structure, main campaign, then multiple tiers of escalating post-game challenges, appears to be a genuine differentiator that reviewers value well beyond what the base price would suggest.
A Fair Complaint About Perfection Requirements
The review sample's lone negative review raises a specific, well-articulated, and fair mechanical complaint rather than a vague dismissal. That reviewer writes, "I cannot recommend this game due to how frustrating going for perfection on levels as early as 8 is. The requirement of not getting hit really should be swapped out for just completing the level as some of these levels are insanely difficult to avoid getting hit while collecting all items and beating it in time." They go on to note a specific accessibility gap: "the accessibility feature of increasing your health is also moot with not getting hit as a requirement for perfection," meaning a player who needs the extra health cushion the game offers can't actually use it toward the completionist goal without defeating its own purpose. This is a legitimate design tension worth taking seriously: stacking a strict no-hit requirement on top of full item collection and a time limit, simultaneously, for full completion credit, is a meaningfully harder ask than most platformers make of players chasing 100 percent, and it's reasonable for a reviewer who enjoys the base game to still bounce off that specific completionist bar.
Charm and Character, Mostly Kept for the Credits
A milder, more idiosyncratic complaint concerns the game's writing and characters, which reviewers seem to genuinely like but wish appeared more often during play. One reviewer notes they only started "learning the personalities of the main characters after having already rolled credits once," and explicitly wishes "there was character dialogue in the rest of the game too." That same reviewer's broader tone toward the cast is warm rather than critical, and other reviewers echo the affection directly: one simply writes "I want to hug the snurks!" referring to the game's small in-universe creatures, while another jokes that having access to "Snurks" is "a niche exclusive to Electric Prune Juice games," a nod to the developer's recurring creative choices across their catalogue. The complaint here isn't that the writing is bad, reviewers clearly like what little of it they see, but that it's backloaded rather than woven through the levels players spend the most time in.
Final verdict
Super Climb Up!! is a tightly built, generously stocked vertical platformer from a small studio that reviewers describe with the familiarity of people following a favorite developer's work, and this review found its near-unanimous review sample, 9 positive against 1 negative in English, an identical split adjusted only slightly across all languages, to be well earned. The core climbing and movement mechanics draw specific, detailed praise, the post-game structure offers real, escalating content well beyond what the base price implies, and even its harshest critic is engaging with specific, fixable design tensions rather than rejecting the game outright. The fair complaint about stacking a strict hitless requirement onto full-completion runs, undermining the game's own accessibility options in the process, is worth factoring in for anyone chasing 100 percent completion specifically, and the wish for more character writing earlier in the campaign is a reasonable, if minor, ask. For fans of demanding, retro-inspired platformers with real depth beyond the credits, this is an easy recommendation; players who want a relaxed climb without punishing perfection chase goals should stick to the main campaign and skip the completionist runs.
Pros and cons
Pros
- Praised for tight, fair movement, with one reviewer writing "movement feels good, difficult but rarely ever unfair," and specifically praising "the midair swing" mechanic used "during the zombie levels."
- Praised for generous post-game content, with one reviewer noting the game offers "a post-game, post-post-game, and a post-post-post-game, and other fun surprises," and another separately calling it a "completionist" game with "lots of post-game content to keep you coming back."
- Praised for its retro-inspired level design, with one reviewer highlighting how the game "experiment[s] more and more with the Ice Climber format as it goes on, eventually spinning off into its own thing," and crediting "unique mission types spread across the levels."
Cons
- A fair complaint concerns unforgiving perfection requirements, with one reviewer explaining they "cannot recommend this game due to how frustrating going for perfection on levels as early as 8 is," citing a "not getting hit" requirement stacked on top of item collection and time limits as "insanely difficult."
- A fair complaint, raised by the same reviewer, concerns the accessibility health-boost option being made "moot" by perfection runs still requiring a hitless clear regardless of extra health.
- A fair complaint concerns underused character writing, with one reviewer wishing "there was character dialogue in the rest of the game" rather than only learning "the personalities of the main characters after having already rolled credits once."