

That Flipping Mountain
Jeff Weber · 2021 · Difficult, Funny, Psychological Horror, Precision Platformer, Platformer
PC
Very Positive92% · 143
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Screenshots
About That Flipping Mountain
How To Play (A Quick Reference)
- Launch: Pull, aim, release.
- In Air: Button down to tuck and spin faster, button up to untuck and spin slower.
- Goal: Stick the landings and get up the mountain.
What To Expect
'That Flipping Mountain' has controls that are easy to grasp, but challenging to master. The learning curve is about the same as learning to ride a bike. It'll seem impossible until you get a feel for it, then it'll become second nature and you'll be sticking landings without even thinking about it. (That's when the fun starts)
For Those That Like to Read
Hey everyone, my name is Jeff Weber. I've been making physics games in my spare time for over 10 years. 'That Flipping Mountain' is my latest and greatest!
Like all my physics games, it gets to the point quick with minimal fluff and nonsense.
Launch yourself, parkour style, up a single massive mountain full of parkour stones, spring boards, ski slopes, watering holes, and other challenging obstacles. Flip, ski, dive, fall down, rage, get up, parkour on!
The controls in 'That Flipping Mountain' are simple in concept, but require some practice to get a feel for the inertia of the flip. The launch and flip mechanic has been honed, tweaked, and iterated-on for over a year to make it smooth and satisfying.
Just pull down and back sling-shot style anywhere on the screen and release to launch. Once in the air, mouse down to crouch or release to extend. Stick the landing and repeat.
Inspired by the world of Getting Over It with Bennet Foddy, 'That Flipping Mountain' consists of a single large continuous mountain of stuff to struggle over. You will not be artificially teleported back to the start if you fail to stick a landing, you will simply get back up and parkour on. Of course, if you fail to stick the landing in the wrong place, gravity might have a say in where you end up.
Now, parkour, ski, and dive over that mountain!
-Jeff
What Steam players say
Recent verbatim reviews from Steam — separate from playze.io community reviews below.
An el-cheapo Foddy clone, which provided its challenge to a competent level... Given the dev has another game 'Just Ski' which has similar mechanics but provides procedural generation as well, I would say there was an opportunity to add more to this game, if not procedural generation, at least maybe more than one mouintain, meticulously designed to provide the specific challenge in its intention, but also means some sections are purposefully obtuse to deliver on that vision. Take note the achievements are insanely difficult... My 1st finish had like 2400 successful jumps and over 1000 failed ones, which included jumps where you don't care how you land as you're just making distance.... But there are achievements that demand 100% perfection with no failed jumps. So this might not be one for achievement hunters unless you specialize in rare achievements. Most might just frown at its obtuse implementation. Like you wanna tell a dev yknow what... you should first finish your own achievements before you're allowed to dictate them to others. But whatever... It's like a Flash Foddy game and did just that for the 7 hours I played and didn't expect more than that... If that'…1 found this helpful
I'm maybe a 3rd of the way up the mountain. I hate this game so much. I will reach the top one day. If you like foddian games this is a good little one.1 found this helpful
great game
if u are a mentally ill guy that loves to suffer then absolutely get it
That Flipping Mountain is a physics-based precision platformer developed and published by Jeff Weber that centers entirely on a single, deceptively simple idea: propel yourself up a massive mountain using momentum, timing, and carefully controlled flips. At first glance, the premise feels almost playful, even minimalistic. You launch your character upward, rotate in midair, and attempt to land cleanly on slopes, ledges, and awkwardly angled terrain. Yet within minutes it becomes clear that the game is less about casual jumping and more about mastering a highly nuanced physics system where every degree of rotation and every fraction of force applied can determine whether you ascend triumphantly or slide helplessly back down. The control scheme is straightforward but surprisingly expressive. Players pull back to build launch power and release to send their character soaring. Once airborne, subtle adjustments influence posture, spin, and landing angle. Success depends on understanding how momentum carries through each jump and how the terrain reacts to your impact. Land at the wrong angle and you bounce awkwardly. Over-rotate and you tumble backward. Under-rotate and you skid down a …
This game is so fun. I remember seeing it before it came out and it's a shame it didn't get more people trying it. Gets progressively harder but as long as you don't drop it for a while it's never too steep to pass
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