Yeti Jump is an iPad platform game that looks and acts like successful platformer Doodle Jump, while adding a few unique flairs and cute details. Sadly, even though the game does build on its predecessor, it fails to get the basics down — leading to a game that would be a lot of fun, if it weren’t so irritating.
In the game, the legendary Yeti is stuck at the bottom of Mount PulledStrings and needs to return to the top, as well as bring food to his little baby Yetis. He does so by jumping on icy platforms that can shift or break at a moment’s notice, all while collecting food such as Ramen bowls and peaches.
Grabbing yummy food items gives the player points, an option Doodle Jump doesn’t include in its game. This creates a unique opportunity for the gamer to build points beyond the simple “get up the platform” premise, as well as provide for unique achievement unlocks and bonuses. This is something I really liked.
There are also opportunities to change the Yeti’s appearance, including Domo (see above), the well-known plush animal from the Japanese Broadcast Network — although I’m not sure if they have licensing rights to put his likeness in there.
Sadly, these are the only things that worked.
The main problem with this game is the controls, which are delayed and problematic. Whereas Doodle Jump is fluid and precise with its turn-based controls, Yeti Jump constantly has a small delay that makes it impossible to accurately pinpoint where the Yeti is going to go.
I would turn my iPad slightly to the left, thinking the Yeti would go left … but then he would just jump straight up. It wasn’t until a second or two later that he would actually move to the left — and if I had already platformed by that time, he would be jumping off into empty space and I couldn’t fluidly turn him back.
I tried to mess with the Settings that allow the player to change how sensitive the controls are, but that only made the Yeti go faster or slower. It did not change the response time, it only made its effects more or less extreme. There is also a touch-based option, something not available in Doodle Jump. It’s not effective either, and was actually less useful than turn-based.
Another problem I had with this game was with the enemies and helpers — by which I mean they barely exist. Unlike Doodle Jump, this game’s only enemy is the elusive Sasquach … so elusive I never actually saw him or his “egg” during my gameplay. Doodle Jump has a variety of enemies, as well as a way for the player to defend himself or herself. Yeti Jump does not have this.
However, one thing the game boasts is “assistance” by his little baby Yetis, which can be hatched from eggs found on the mountainside. They look and act like little Marios, i.e. Super Paper Mario for Nintendo Wii — but having little helpers that can die by missing a platform meant, well, they all died by missing the next platform. They didn’t jump with me, they just died. Completely useless.
This game prides itself on being an “extremely addictive” game with strong recommendations, but I sadly do not agree with this assessment. If the game developers could quicken the response time a little bit more to create a platform jumping game that actually does what I want it to, this could be a really fun game. It may be a copycat of Doodle Jump, but it’s an interesting copycat.
In the meantime, I’m going to stick with Doodle Jump. The Yeti is just going to have to stay stuck at the bottom of the mountain.
Here’s an App Store link for Yeti Jump; it’s currently free.
Disclosure: The game was purchased independently by the post’s author. For further information regarding our site’s review policies, please see the “About” page.