Compare The Floor is Jelly prices across trusted key stores and find the best deal. Developed by Auren Snyder. Published by Auren Snyder. Released on 5/30/2014. Available on PC, Mac. Genres: Indie. Metacritic score: 83/100.

A solo-crafted puzzle-platformer where every surface is alive, bouncy, and impossibly satisfying to jump on, and Disasterpeace's soundtrack makes it feel like a dream you don't want to end.

I finished this in one sitting, which is exactly what it wants. Auren Snyder built the whole thing alone, and that singularity of vision is present in every screen: nothing here feels committee-approved or focus-grouped. You control a small, featureless figure dropped into a world where every surface, floors, walls, ceilings, the sides of houses, behaves like a non-Newtonian fluid. Stand still and it holds firm beneath you. Jump and it deforms, then springs back with momentum you can borrow for enormous, elastic leaps. Learning to read the jelly's tempo and time your bounces off walls to cross gaps that look impossible is quietly one of the most satisfying physical discoveries a platformer has offered in years. The structure is hub-based: open windows lead to self-contained level clusters, and completing each cluster unlocks the door forward. It keeps pacing clean and gives each biome room to breathe. What keeps the game from coasting on its physics gimmick is the discipline with which Snyder introduces new wrinkles. Early worlds are warm autumnal playgrounds of spike-dodging and momentum-building. Then come levels where swirly pointers rotate the entire room ninety degrees, levels set in wetlands where submerged water reverses your vertical momentum entirely so you catapult upward by diving down, and a late space sequence played in near-zero gravity where the architecture starts deteriorating around you. The intentional "glitch" aesthetic in the final stretch, flashing blocks, frozen physics, platforms that phase in and out of existence on contact, reads as a genuine design statement rather than a gimmick coda. Disasterpeace, who handled the audio, matches the palette of each environment with a score that shifts from gentle plinking ambience to something stranger and more unsettled as the world unravels. The sound design is part of the physics: platforms make soft, resonant contact sounds when you land, and the jelly itself hums faintly when deformed. It is the kind of soundscape you notice when it stops. Visually, the minimalist style was a shrewd choice. Simple shapes and crisp solid-colour geometry mean the constant surface deformation never reads as visual noise, it always feels intentional, organic, alive. The honest caveats: the run is short, roughly two to three hours depending on how much you poke at secrets. A handful of late-game sections lean into difficulty spikes that feel abrupt after the measured early pacing, and some players will find the final world frustrating rather than cathartic. A small number of legacy glitches from launch still lurk, none that should block completion, but worth knowing. There is no map, so hub navigation occasionally stalls momentum when you backtrack through already-completed windows looking for the one you missed. None of this seriously undermines the experience; it just explains why the Metacritic score sits at a very respectable 83 rather than something higher. Kai, Scout Team

The Floor is Jelly

The Floor is Jelly

May 30, 2014Auren Snyder
GamerScout Says

A solo-crafted puzzle-platformer where every surface is alive, bouncy, and impossibly satisfying to jump on, and Disasterpeace's soundtrack makes it feel like a dream you don't want to end.

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GamerScout Verdict

Best for atmospheric platformer fans who want a tight, handcrafted 2-3 hour experience built around one brilliantly executed physical idea.

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About The Floor is Jelly

I finished this in one sitting, which is exactly what it wants. Auren Snyder built the whole thing alone, and that singularity of vision is present in every screen: nothing here feels committee-approved or focus-grouped. You control a small, featureless figure dropped into a world where every surface, floors, walls, ceilings, the sides of houses, behaves like a non-Newtonian fluid. Stand still and it holds firm beneath you. Jump and it deforms, then springs back with momentum you can borrow for enormous, elastic leaps. Learning to read the jelly's tempo and time your bounces off walls to cross gaps that look impossible is quietly one of the most satisfying physical discoveries a platformer has offered in years. The structure is hub-based: open windows lead to self-contained level clusters, and completing each cluster unlocks the door forward. It keeps pacing clean and gives each biome room to breathe. What keeps the game from coasting on its physics gimmick is the discipline with which Snyder introduces new wrinkles. Early worlds are warm autumnal playgrounds of spike-dodging and momentum-building. Then come levels where swirly pointers rotate the entire room ninety degrees, levels set in wetlands where submerged water reverses your vertical momentum entirely so you catapult upward by diving down, and a late space sequence played in near-zero gravity where the architecture starts deteriorating around you. The intentional "glitch" aesthetic in the final stretch, flashing blocks, frozen physics, platforms that phase in and out of existence on contact, reads as a genuine design statement rather than a gimmick coda. Disasterpeace, who handled the audio, matches the palette of each environment with a score that shifts from gentle plinking ambience to something stranger and more unsettled as the world unravels. The sound design is part of the physics: platforms make soft, resonant contact sounds when you land, and the jelly itself hums faintly when deformed. It is the kind of soundscape you notice when it stops. Visually, the minimalist style was a shrewd choice. Simple shapes and crisp solid-colour geometry mean the constant surface deformation never reads as visual noise, it always feels intentional, organic, alive. The honest caveats: the run is short, roughly two to three hours depending on how much you poke at secrets. A handful of late-game sections lean into difficulty spikes that feel abrupt after the measured early pacing, and some players will find the final world frustrating rather than cathartic. A small number of legacy glitches from launch still lurk, none that should block completion, but worth knowing. There is no map, so hub navigation occasionally stalls momentum when you backtrack through already-completed windows looking for the one you missed. None of this seriously undermines the experience; it just explains why the Metacritic score sits at a very respectable 83 rather than something higher.

Kai
Kai · Scout Team

Indie & narrative

Tags

singleplayerachievementscloud-savestier:aaaPhysics PlatformerAtmospheric SoundtrackShort and CompleteMinimalist ArtEnvironmental PuzzlesSolo DeveloperIGF FinalistTrampoline Mechanics

System Requirements

Minimum

OS
Microsoft® Windows® XP, Windows Server 2008, Windows Vista® Home Premium, Business, Ultimate, or Enterprise (including 64 bit editions) with Service Pack 2, Windows 7, or Windows 8 Classic
Memory
512 MB RAM
Processor
2.33GHz or faster x86-compatible processor, or Intel Atom™ 1.6GHz or faster processor for netbook class devices

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Reviews & Ratings

Metacritic
83

Game Info

Developer
Auren Snyder
Publisher
Auren Snyder
Release Date
May 30, 2014

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Frequently asked questions about The Floor is Jelly

How much does The Floor is Jelly cost?

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What platforms is The Floor is Jelly available on?

The Floor is Jelly is available on PC, Mac.

When was The Floor is Jelly released?

The Floor is Jelly was released on 30 May 2014.

Who developed The Floor is Jelly?

The Floor is Jelly was developed by Auren Snyder.

Is The Floor is Jelly worth buying?

The Floor is Jelly holds a Metacritic score of 83/100, making it one of the standout Indie titles. See the full reviews, ratings and how-long-to-beat times on this page to decide.