Go! Go! Turnip Boy!!
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Go! Go! Turnip Boy!! is a puzzle-platformer with a unique control scheme. Control each hand to grab walls and reach the top!
Key Features
- Get a controller and start grabbing!
Use both control sticks to reach out and grab the nearest wall.
Climb pegs, fling yourself from spinning wheels, hold on to flailing ropes and battle the elements to reach the peak.
If you use your momentum, you can reach even greater heights!
- Customisation!
Lots of cosmetics to pick up along the way – pick up a palette or two along the way to spice things up, or don some fancy headgear!
No powerups, no upgrades, just you and a mountain to climb.
- Replayability!
In this short but sweet adventure, there are branching paths and multiple routes to the top – who knows what you’ll get your hands on?
Try tackling some time trials too!
Steam User 4
Turnip mountain is a fun 2d platformer that keep renewing itself with new mechanic every world. There are secrets color change to collect and coins to buy skin.
The only con i have is that sometime, i launch myself too far and get launched into the next screen and there is no backtracking so i'm stuck having to redo the whole level to get back to what i missed
Steam User 7
I played this game on Playdate so when I saw it on Steam I got super excited! It's so charming, and Isabelle knocked it out of the park with the soundtrack.
Steam User 4
Saw this game on my personalized steam calendar, and steam was absolutely right for once.
The game has very unique controls, very charming music and graphics, and the levels are fun, not too easy, nor too difficult.
I tried to play the game with both control schemes, but i personally found the 2 mice to be more fun than just playing it on controller since it makes the movements more precise and feel smoother.
Absolutely an amazing game and if you're a fan of climbing games like celeste, i 100% recommend you to buy this game.
Steam User 3
Definitely a great game. Visuals, music, and level design are very good, although the controls are *very* (intentionally) awkward and take some getting used to.
Steam User 6
Everything about this game is brilliant; from the art style to the music, the control scheme to the level design, the whole package oozes style and charm that you rarely see in an indie game of this scale.
The art style is bold, clear, and striking, and the soundtrack is absolutely full of bangers. Every tune is in a faithful chiptune style which sounds like it's written in tracker software, so it fits perfectly with the visual style of the game. The monotone look of the game works to its advantage, and the palettes you get remind me of other heavy hitters in the indie game space, like Downwell and Gato Roboto, and it absolutely deserves the comparison.
The control scheme in this game is the real star though. It's reminiscent of DK King of Swing and Jungle Climber, but far more expressive and dynamic. It takes a while to get used to, so a little bit of perseverance and patience is required – essentially, each control stick (or mouse!) controls one of your two arms, and by moving them both in conjunction with the triggers, you pull yourself up the mountain. Before long though, you'll get a hang of the physics behind it, and you'll be flinging yourself across gaps, skipping areas of levels, and grabbing unlockables with incredibly satisfying ease.
I'm really looking forward to seeing what kind of speedruns people get in the game, especially as it all feels very do-able. I'm not expected to have precision mouse aiming or reflexes – just to find the optimal routes and get good at the easy to understand but hard to master controls.
The level design is fantastic as well. The game constantly introduces new mechanics, objects, and techniques to you, so you never get bored as you play through the whole game. The fact that so many of these gimmicks (although to call them gimmicks sounds almost insulting) are so tactile and fun to do is great – especially the flag at the end of levels. It's such a fun way to end a level by using your hands to pull down the rope, and it feels like such a natural way to control a game.
It's not easy, but it isn't frustrating at all. When I fall, it feels like it's my fault, and I can only blame myself when I get cocky and try to fling myself over a chasm that has no business being flung over.
It's a really good game. Looking forward to seeing what else the dev comes out with!
Steam User 2
Great little game with weird controls.
My only complaint is I wish there were more levels...
Steam User 3
Fly High, Little Turnip!
Turnip Mountain is a climbing adventure featuring everyone's favorite Rune Factory crop, but with ARMS and HANDS. The ascent to the mountain's summit filled the DK: Jungle Climber-shaped hole in my DK: Jungle Climber-shaped heart, and I don't regret my time with the game whatsoever.
Anyway, the controls are the star of the show here. The DK: King of Swing/DK: Jungle Climber inspiration is clear, but the controls are hardly similar to those games, or really any game I've played. At first, controlling the Turnip's arms feels terrible and completely foreign, but trust me when I say it only gets better from there—much better, in fact. By the end of the game, I was schmoovin' like I never thought I would, and that was very satisfying.
Fortunately, learning the controls never felt overwhelming since the difficulty curve is incredibly smooth. The earliest levels ease the player into the game nicely with simple climbing challenges that can be attempted at any pace, while speed and precision demands are introduced gradually. At no point did I feel that the game suddenly got too hard, nor did it ever feel too easy, and I'm sure this was tricky for the developer to get just right. My only complaint is that optional collectibles remain collected after dying, and although I do get that it's less frustrating this way, it did feel pretty cheap how I could circumvent more than a few challenges by disregarding survival and flinging myself to my doom.
The climb to Turnip Mountain's peak only took me about 5 hours, and I bet players who ignore the collectibles or suck a lot less than I do can finish the game even faster. That said, the length feels about right for such a pleasantly simple game. It doesn't overstay its welcome, new elements are frequently introduced to keep things fresh and varied, alternate routes provide some replay value, and there's speedrun challenges for those who want more. One thing I feel is missing is an extra level that pushes the difficulty to its reasonable limit—something worthy of being called "the Dark Souls of climbing vegetable games" by game journalists the world over—though I suppose what's here is sufficient enough. Maybe the developer could at one point release a level editor so some maniac can make Kaizo Turnip Mountain or something to satiate exceptionally skilled players.
Overall, this is a neat little experience. I got the game the day it released at a 20% discount, but I think it offers good value even at its full price. The satisfaction of learning the controls alone is worth it, and while I don't think I'll get good enough to earn all of the sick cheevos and level up my gamer license, I'm perfectly content with what I've accomplished. Meanwhile, speedrunners will have an absolute blast, and I'm looking forward to seeing how crazy the speedruns will get.