Gaming tags on Steam are used with wild abandon, to the degree that theyâre fairly useless. âPoint-and-clickâ has been reduced to any game with a cursor, and âactionâ appears to mean any game where you move. In general, rather than draw you toward a game, their main use is to warn you off one. And generally, when I see the words âprecision platformer,â I know itâs not for me. I love platforming, but I hate being punished for every imperfectionâjust let me be. So Iâm not sure why I found myself installing Slash/Jump despite its âprecisionâ description. Perhaps it was that it was accompanied by âShortâ and wasnât by âDifficult.â Oh, and also âfree.â
Iâm so glad I did. Slash/Jump is unequivocally a âprecision platformer,â but one where imprecision makes me laugh out loud. Itâs a platform game thatâs inherently extremely silly, and embraces that with a series of challenging screens that donât feel any need to judge or punish when you mess up. This is largely because youâre playing a knight who can only move by swinging his sword.
This means that if you want to move to your right, you need to swipe at the ground to your left. This propels you against the force of your swing, bouncing you in the opposite direction. Using this, with a combination of powerful swings and littler ones, you need to negotiate your way through a world of ledges and platforms, littered with spikes and obstacles thatâll shatter you on contact. Why? Because youâre on your way to a barbecue, of course.
Failure comes often, but a split-second instant restart means youâre not left staring at a âGAME OVERâ or frustrated by the gameâs gloating. Instead youâre already having another try, then feeling enormously satisfied as you time things just right, so you leap over the gap, whack the spikes with your sword to propel upward, and then give a tiny tap to the right to reach a platform.

None of this would work if it werenât precisely programmed, as any little issues or blips would have broken the fun. But developers Brynjar Ă and Sindri H, both 19 years old, have absolutely nailed it. Movement is natural and satisfying, no matter how daft it is in conception. The main advice I have to anyone getting frustrated is swing earlier. With that understood, it all begins to flow.
Itâs fascinating how hard my brain fought against the game. Pulling the analogue stick in the opposite direction that you want to move is obviously tricky to get used to, and then ever-more-so when youâre trying to wall-bounce up a shaft, before sproinging onto a temporary platform in order to bounce off a spike, and so on. But most bizarre was how any time I landed on a safe, flat piece of ground, I would immediately try to just run left or right, despite this at no point being a game that ever lets you do that. The whole thing is an exercise in rebelling against your instincts.
Iâd say thereâs a solid hour here if youâre rubbish like me, and probably less than half an hour for people who breeze through games like Celeste. But even though at one point I got a WhatsApp from my wife downstairs asking âAre you ok?â (to which I replied, âYes, shhhhhhhhh.â), it never crossed from feeling frustrated with myself to feeling frustrated with the game. Oh, and I finished it! I donât know if that means itâs too easy, or if Iâm finally getting better at this sort of thing. Iâd assume the former.
Wondering why something quite so good was quite so free of charge, I got in touch with the Icelandic developers. Brynjar and his development partner Sindri made this game in a gap year between finishing high school and starting college. They were already working on their biggest project yet (âI mean more than a month longâ), when they were inspired by a side-effect of a mechanic they saw in a Sara Spalding video, and thought it was underused in her game.

âAs soon as I saw it,â Brynjar told me by email, âI thought to myself that you could make an entire game out of just that mechanic alone, you wouldnât even need to walk! Which was a very interesting and appealing idea to me, a platformer without walking.â
When he realized Spaldingâs game wasnât using the conceit itself, he was inspired to do it himself. âAt around 3 a.m., fueled by a spark of inspiration, sleep deprivation and frustration from the underutilisation of the mechanic, I jumped into Godot and prototyped my idea,â Brynjar continues, âmaking the recoil bounce and adding controller support. And to my surprise it was very fun, even with just an empty level with some blocks scattered around.â
Recognizing that his art skills werenât up to the project, he teamed up with Sindri, the two teenagers finishing the project before starting college a few weeks agoâwhere the pair are studying game development and VFX.
Slash/Jump is completely free via Steam and Itch, and well worth your time. If you get it via Itch, you can also choose to pay the pair for their work.
A version of this review originally appeared on Buried Treasure, which you can support on Patreon