Compare Hyper Bounce Blast prices across 50+ stores and find the best deal. Developed by Flump Studios. Published by Funbox Media Ltd. Released on 5/27/2016. Available on PC. Genres: Action, Indie.

When a one-person studio mashes Geometry Wars and Mario Bros into a neon arena shooter, the result is scrappier than a AAA release and twice as honest about what it wants to be. Short, loud, and built for score-chasers.

I went in expecting a forgettable sub-dollar arcade filler and came out genuinely charmed by how clearly Flump Studios knew what they were making. This is a single-screen arena shooter where the central hook is mechanical and immediately legible: stay airborne or die. Touching the floor puts you at the mercy of every bullet on screen, but bouncing keeps you nearly invulnerable while simultaneously filling a hyper meter you can unleash for extra damage. That one rule reframes every decision you make from the first wave onward. The enemy color-coding is the game's clearest piece of design thinking. Red enemies get shot, blue enemies get stomped Super Mario style, and green enemies accept either approach. Reading that triangle in real time, while dodging lasers, Tesla coil arcs, and buzzsaws, is where the actual skill expression lives. The bounce multiplier rewards height, so there is a constant temptation to push further up the arena's scoring threshold for bigger point bonuses, even when it's the riskier play. Boss encounters disrupt the formula deliberately by flooding the screen with bullets and stripping away your bounce targets, which some players will call unfair and others will recognize as smart pressure design. I lean toward the latter, though the transition can feel sudden on a first encounter. The visual language owes a clear debt to the neon vector style of old arcade cabinets and Geometry Wars, built from shapes and block colors rather than pixel art. It reads cleanly in motion, which matters when a dozen projectile types are competing for your attention. The soundtrack by electronic musician Quantum Firefly opens strong and energetic, but with a reported average playtime around five hours and boss themes recycled across encounters, the loops start to wear before you reach the later stages. That is a real limitation, not a dealbreaker, but worth knowing going in. The six modes, including Arcade, Time Rush, and Tournament, add replay framing without fundamentally changing the core loop, and online leaderboards give score-chasers the only audience they actually need. This is a game that a single developer cooked up in a couple of weeks by asking a very focused question: what are the most satisfying arcade mechanics and how do they combine? The answer is imperfect and a little rough around the edges in its presentation, but it is also honest and compact. It does not outstay its welcome, and at its price tier it asks almost nothing of you in return for a genuine mechanical idea. Kai, Scout Team

Hyper Bounce Blast
ActionIndie

Hyper Bounce Blast

May 27, 2016Flump StudiosFunbox Media Ltd
GamerScout Says

When a one-person studio mashes Geometry Wars and Mario Bros into a neon arena shooter, the result is scrappier than a AAA release and twice as honest about what it wants to be. Short, loud, and built for score-chasers.

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About Hyper Bounce Blast

I went in expecting a forgettable sub-dollar arcade filler and came out genuinely charmed by how clearly Flump Studios knew what they were making. This is a single-screen arena shooter where the central hook is mechanical and immediately legible: stay airborne or die. Touching the floor puts you at the mercy of every bullet on screen, but bouncing keeps you nearly invulnerable while simultaneously filling a hyper meter you can unleash for extra damage. That one rule reframes every decision you make from the first wave onward. The enemy color-coding is the game's clearest piece of design thinking. Red enemies get shot, blue enemies get stomped Super Mario style, and green enemies accept either approach. Reading that triangle in real time, while dodging lasers, Tesla coil arcs, and buzzsaws, is where the actual skill expression lives. The bounce multiplier rewards height, so there is a constant temptation to push further up the arena's scoring threshold for bigger point bonuses, even when it's the riskier play. Boss encounters disrupt the formula deliberately by flooding the screen with bullets and stripping away your bounce targets, which some players will call unfair and others will recognize as smart pressure design. I lean toward the latter, though the transition can feel sudden on a first encounter. The visual language owes a clear debt to the neon vector style of old arcade cabinets and Geometry Wars, built from shapes and block colors rather than pixel art. It reads cleanly in motion, which matters when a dozen projectile types are competing for your attention. The soundtrack by electronic musician Quantum Firefly opens strong and energetic, but with a reported average playtime around five hours and boss themes recycled across encounters, the loops start to wear before you reach the later stages. That is a real limitation, not a dealbreaker, but worth knowing going in. The six modes, including Arcade, Time Rush, and Tournament, add replay framing without fundamentally changing the core loop, and online leaderboards give score-chasers the only audience they actually need. This is a game that a single developer cooked up in a couple of weeks by asking a very focused question: what are the most satisfying arcade mechanics and how do they combine? The answer is imperfect and a little rough around the edges in its presentation, but it is also honest and compact. It does not outstay its welcome, and at its price tier it asks almost nothing of you in return for a genuine mechanical idea. Kai, Scout Team

Tags

singleplayerachievementscontroller-supporttrading-cardscloud-savestier:sub-5Neon AestheticScore AttackArena ShooterTwin-StickBounce MechanicBoss RushHyper MeterOne-Dev StudioRetro Arcade

System Requirements

Minimum

OS
Windows 7 and above
Memory
2 GB RAM
DirectX
Version 9.0
Storage
500 MB available space
Graphics
512 MB video memory
Processor
1.8 Ghz

Recommended

OS
Windows 7 and above
Memory
4 GB RAM
DirectX
Version 9.0
Storage
500 MB available space
Graphics
Nvidia Geforce 200 series or equivalent
Processor
Dual Core processor of 2.4GHz

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Game Info

Developer
Flump Studios
Publisher
Funbox Media Ltd
Release Date
May 27, 2016

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What platforms is Hyper Bounce Blast available on?

Hyper Bounce Blast is available on PC.

When was Hyper Bounce Blast released?

Hyper Bounce Blast was released on 27 May 2016.

Who developed Hyper Bounce Blast?

Hyper Bounce Blast was developed by Flump Studios and published by Funbox Media Ltd.