Good lord. It has been a mere four months since we last scaled the treacherous, unforgiving heights of Tewi Jumps Off a Mountain and Dies. After four months of recovery and peace, yet here we stand once more. The digital assembly line waits for no one, and almost as if on cue, a third entry has already emerged from the ether to challenge our resolve.
Now, history has taught us to look upon such rapid turnarounds with a healthy dose of skepticism. In this industry, when sequels follow their predecessors in such rapid, breathless succession, one is naturally inclined to brace for a decline in quality—to expect a rushed, lesser imitation of what came before. We must ask ourselves if we are looking at a genuine step forward, or if this latest installment will simply exacerbate the frustrations, the jank, and the structural agony of the previous two entries.
This is the heavy burden of expectation that Tewi Jumps Off a Mountain and Dies Gaiden ~ Wakasagihime Climbs a Mountain and Collects Rainbow Dragon Gems carries on its shoulders (how did the name get so long anyway!?). As we step up to the cliffside once more, we must look past the colorful exterior and examine whether this title is a refined gauntlet of precision or merely a brand new way to watch a beloved character explode.




What to Know
Critic’s Lens
Wakasagihime Climbs a Mountain delivers another punishing yet beautifully kinetic tribute to its predecessors, trading rabbit ears for mermaid tails without losing an ounce of its signature, controller-snapping difficulty. While the ruthless level design and punishing hitboxes will alienate those looking for a casual stroll, fans of high-precision rage games will appreciate the vastly improved visual aesthetic, energetic soundtrack, and comedic brilliance of watching a peaceful mermaid repeatedly combust.
Player’s Heart
Players agree that this “torture gaiden” is an incredibly addictive, “just one more try” experience, largely thanks to instantaneous respawns that remove the friction from constant failure. The unique, physics-based mouse-jumping controls provide a highly satisfying and physical sense of momentum once mastered, even if the brutal spike traps and tight collision zones keep blood pressure high. It is a delightfully frustrating, textless climber that is as hilariously agonizing to watch as it is to play.
The Big Picture
Technical and Creative Polish
This game takes the original’s MS Paint-style scribbles and tosses them right out the window. The hand-drawn cutscenes actually show a massive step forward in creative effort, looking less like a napkin doodle and more like something a human being spent real time designing. While the character art and menus got a major visual facelift, the actual in-game stages still dump you right back into flat, geometric platforms. It’s a bit of an aesthetic clash—like putting a shiny, custom bumper on a rusted-out station wagon.
On the sound front, the music is a genuine improvement with some real energy, thanks to a collaborative effort from new and returning composers. However, any creative polish in the soundtrack is immediately drowned out by the stock, ear-piercing explosion sound effect that plays every time you die—which, let’s be honest, is practically every five seconds. Creatively, transitioning from a rabbit to a mermaid is a fun touch, but technically, the hitboxes are still a complete nightmare. Wakasagihime essentially behaves like a giant, invisible rolling marble. You can clearly visually clear an obstacle, only for the game’s code to decide you “brushed” it, instantly blowing you to high heaven.
Mechanics
Unlike typical platformers that rely on digital keyboard inputs, this game utilizes an “elastic” mouse-aiming system. You control Wakasagihime—who, as a mermaid on land, cannot walk—by aiming the cursor and holding the left mouse button to charge and launch her into the air. The control scheme is restricted to just a single input, making the barrier to entry incredibly low. However, the physical reality of controlling a bouncing, sliding mermaid with heavy momentum turns even basic jumps into complex geometry puzzles that require precise angle calculations and timing.
The climb up the mountain is littered with instant-death hazards, from standard spikes to complex, moving traps. Navigating these tight corridors requires players to master ricocheting off vertical walls and managing their slide velocity upon landing to avoid skidding directly into a trap. Because the game lacks a traditional left-and-right movement option while on the ground (a feature from the second game), minor repositioning is highly deliberate. You must execute micro-jumps just to adjust their position by a few pixels, dramatically raising the tension when prepping for a launch next to a hazard.
Sound Design and Music
The musical score represents a massive creative upgrade from the previous entries, featuring a collaborative effort from multiple composers, including PetarS and historyleaf. The tracks deliver an energetic, bouncy synth rhythm that perfectly captures the fast-paced, high-tension spirit of a Touhou fan game. This provides an authentic and satisfying sense of closure for long-time followers of the trilogy.
While the musical composition itself is highly polished, the sound design suffers from a repetitive structure during actual gameplay. Because the player is subjected to near-constant failure, the high-quality music tracks are frequently interrupted and drowned out by the harsh, ear-piercing stock explosion sound effect that plays with every single death.
Outside of the energetic background music, the in-game sound effects rely on a highly nostalgic, bare-bones sound palette. The jump charges, launches, and collisions utilize simple, retro sound waves reminiscent of shareware-era titles. While this successfully reinforces the game’s arcade-like charm, a greater variety of auditory feedback for successful maneuvers would have elevated the mechanical polish.
Narrative Cohesion
The narrative premise is minimalist but effective, establishing clear motivation: the Grassroot Youkai network needs “rainbows” for an upcoming “Rainbow Party”. Wakasagihime, setting out to harvest Rainbow Dragon Gems on Youkai Mountain, is quickly thrust into conflict against an unnamed “devious creature” who has rigged the entire mountain with deadly traps. True to its title as a “Gaiden” (spin-off), the game explicitly carries no heavy plot connections to Tewi Jumps Off a Mountain and Dies or its sequel. It actively encourages players to dive in regardless of their familiarity with the prior titles, allowing the gameplay to remain the primary focus while keeping the story light and unburdened.
There is a stark, amusing contrast between the peaceful, wholesome motivation of collecting shiny gems for a friendly celebration and the incredibly hostile, trap-filled environment. This juxtaposition successfully leans into the franchise’s established theme of “adorable characters subjected to brutal physical comedy.” The narrative is conveyed entirely without dialogue or text during gameplay, relying instead on visual cues, the opening cutscene, and environmental hazard placement. This lack of textual interruption keeps the momentum high, matching the fast-paced, arcade-like loop of the game.
Engagement and Fun
The game is absolute physical torture, but the developers made one smart decision—they removed the loading screens. The moment Wakasagihime explodes into retro particles, you are instantly respawned at the start of the screen. This zero-friction loop keeps your hands glued to the mouse, transforming what should be a controller-breaking rage quit into an addictive, hypnotic “just one more try” cycle. Because Wakasagihime is a fish out of water, getting her to go exactly where you want requires serious physical effort. Once you finally get a feel for the heavy gravity and the bounciness of her jumps, pulling off a series of precise wall ricochets to clear a screen feels immensely rewarding. It turns basic traversal into a satisfying, physics-based puzzle.
There is a great sense of dark comedic fun in the presentation. Watching this cute, peaceful mermaid suddenly and violently combust into a giant, low-res explosion the second her tail hair brushes a spike is inherently funny. The sheer absurdity of her cartoonish deaths keeps the overall mood highly entertaining rather than completely demoralizing.
Replayability
If beating the game once wasn’t enough punishment, the developers scattered several “Rainbow Dragon Gems” across the steep cliffs of Youkai Mountain. It’s a classic trick—placed in the most hazardous, death-baited corners imaginable. Going back to collect them all isn’t just about replay value; it’s a test of pure, unadulterated hubris.
Because the game removes the loading screens and gets you back into the action instantly, it naturally appeals to the self-loathing speedrunning crowd. Once you memorize where every single spike and hazard is placed, the replay value shifts from “can I survive this?” to “how fast can I clear this screen without turning into pixelated dust?”
The final stretch features a challenging boss encounter that acts as a major roadblock. Overcoming this sharp spike in difficulty practically demands that players return to older sections of the mountain to refine their launch angles, master their landing slides, and truly commit the physics to muscle memory.
Learning Curve
The game does not ease you in with a gentle tutorial; it drops you right onto the mountain. Learning how to control a character who only moves by charging and launching is a massive mental hurdle. Early on, you will spend more time miscalculating your launch velocity and skidding helplessly backward down a cliff than actually making upward progress.
Because you are aiming and launching with a mouse, the game demands incredibly precise coordination. You can’t just rely on visual cues; you have to physically build up the muscle memory to know exactly how long to hold the button for a short hop versus a massive leap. It’s a steep, unforgiving curve where a single millimeter of cursor drift means instant death.
The game forces you to learn its strict, unforgiving hitboxes the hard way. There is zero room for error, and you will quickly have to adapt to the reality of Wakasagihime’s wide, round collision box. It is a trial-by-fire learning process where safety margins are virtually nonexistent, requiring you to memorize the exact pixel boundaries of every hazard.
Feel of Play
The game feels incredibly heavy and physical. Because Wakasagihime has no legs, you are constantly fighting gravity and momentum. Every launch has this satisfyingly punchy, elastic release, but the second you touch the ground, you are sliding around like a wet bar of soap. It forces you to respect the physics, because sliding just an inch too far means instantly getting sliced by a spike.
Playing this game feels like performing open-heart surgery with a pair of kitchen tongs. Because you lack standard left-and-right directional keys to walk on the ground, making minor adjustments requires executing tiny, precise mouse-flicks and mini-hops. It creates a highly tense physical experience where your hand has to remain completely steady, or else you’ll accidentally launch yourself into orbit.
Despite how agonizingly difficult the levels are, the game never feels sluggish. Thanks to the immediate, zero-delay respawns, you get sucked into this hypnotic, rapid-fire rhythm. You jump, you explode, you instantly reappear, and you jump again—all in the span of two seconds. It keeps your hands active and your brain locked into a focused, almost meditative loop where failure doesn’t halt the momentum of play.
Final Verdict

This is a genuinely good, highly-rewarding experience that is well worth checking out, even if its brutal difficulty prevents it from getting rated high. It would have a 7.5 out of 10. What do we have here at the end of the day? Wakasagihime Climbs a Mountain is a massive step forward for this series, but make no mistake—it is still an absolute, unadulterated test of human patience. It takes the MS Paint-style jank of the first two entries, throws a gorgeous coat of paint over it, and delivers some actually incredible music. But underneath that shiny new exterior, it’s still the same relentless, screen-exploding torture device designed to make you want to rip your ears off.
The mouse-only physics are slippery, the hitboxes are downright malicious, and you will hear that agonizing explosion sound effect more times than any human brain should ever have to process. But because there are absolutely zero loading screens between your endless, humiliating deaths, you can’t help but keep clicking. It sucks you into a hypnotic loop where you just want to conquer one more screen.
It’s frustrating, it’s highly technical, and it’s a complete test of physical coordination. But if you have the patience to master the weight of a fish on dry land, there is a genuinely great, incredibly satisfying game hidden under all those spikes. It’s not a masterpiece, and it’s certainly not trash. It is a punishing, addictive piece of work. It is… enjoyable.
If you want to try the game, I have the link here:
https://create2019.itch.io/tewi-jumps-off-a-mountain-and-dies-gaiden-wakasagihime-climbs-a-mountain-and-col
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