140 artwork$0.99 (−80%)94%Very Positive

140 Platforming to the beat

You jump, dodge and ride the rhythm of an electronic soundtrack through abstract, colorful levels.

Is 140 worth it?

140 is worth it if…

  • you want a precision platformer that runs on rhythm instead of raw reflexes
  • you love a good electronic soundtrack and games built around it
  • you enjoy short, intense games you can finish in an evening
  • you like figuring things out with no instructions at all
  • you are up for a brutal one-life challenge once the main game is done

Screenshots

The music is the level

Every hazard moves to the soundtrack. Platforms appear and vanish on the beat, and the music hints when to jump, so playing with the sound on is not optional, it is the whole trick. The soundtrack is energetic electronic music with a melancholic streak, and it is a highlight: each level gets its own track that matches the obstacles in it. The look keeps pace too, with bold colors and background patterns that seem to dance along. You are a square that stretches into a rectangle when it moves and snaps into a triangle mid-jump, and nothing on screen explains any of it. There is no menu, no text, no tutorial. Any button starts the game, and the first beat teaches the rest.

How hard is it really?

How long does it take to finish?

The main game is short: four levels, each ending in a boss, and plenty of checkpoints between the hazards. A first run takes roughly an hour or two, depending on how often the beat trips you up. After the ending, mirror versions of the levels unlock with every checkpoint removed, one life per level, and that is where the real time goes. Finishing those is the challenge the game is built for.

Do you need a good sense of rhythm to play?

It helps, but the game teaches it. Obstacles act in tight sync with the music regardless of what you do, so once you listen for the beat, the right moment to move becomes almost instinctive. The controls are responsive and deaths feel fair, which matters, because you will die a lot. The bosses are the exception: they react to what you do, so there they test reflexes more than rhythm.

What are the mirror stages?

After the ending, the same levels open up again in mirrored form, and the checkpoints are gone. One mistake sends you back, so you end up learning each level by heart, which is exactly the point: with nothing to lean on, syncing your whole mind to the rhythm becomes the only way through. It is demanding, and finishing a mirror level feels genuinely earned. If you only play the main game, you are leaving the best part unplayed.

Who made it?

Jeppe Carlsen designed it independently, after working as lead gameplay designer at Playdead. That pedigree shows in how tightly the mechanics, music and visuals fit together, and in how fair the difficulty stays even when it is punishing.

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