A Fast and Fresh Platformer – Where Weapons Aren’t Just Used For Combat
Retro pixel art style, 2D side-scrolling, and a timer glued to the screen. It’s obvious what kind of game Journey of Johann: Grasslands is setting out to be. Super Mario speedrunning meets a guy with an axe, or more specifically an entire arsenal of medieval weaponry.
Whether it’s spears, shields or swords, Journey of Johann sees the player whizzing through 20 refreshing levels, conquering enemies and platforming alike.
With only one hour, the developers choose to cut out any narrative entirely, and it works great. Where other 2D platformers need a ‘save the princess’ storyline, Journey of Johann makes it clear that it wants to go fast. That means no cutscenes or even dialogue. Players have to move, and they’ll want to as the visuals and music practically beg you to start holding that stick right.

Music and Visuals, Go Go Go!
Grasslands that make up the backdrop of each level feel as if the environments themselves are itching for the player to start moving. The wind rushes in the direction the player needs to go, upbeat 8-bit music beats constantly, matching the fast-paced platforming you are about to take on. This same music and wind also slows to a crawl when you inevitably die, almost as if the game itself is disappointed to slow down.
Then, clicking restart ramps the music right back up again, reinvigorating not only the game-world but also the player, pushing them forward after a loss.
Level Design
Upon deciding to smash that stick right: jumping, swinging, dodging in time with the heroic music, players will find a lot to like. A multitude of mechanics elevate the level design above just a mere 2D platformer; using puzzles, secrets, and variety to keep the moment-to-moment gameplay in constant flux.
Journey of Johann’s levels are not just a mad dash to the end, there’s depth in their design. Invisible walls and secret areas leading to collectable goblets and puzzles that require the brain to slow down as your hands keep speeding up. Constant fluctuations in gameplay that really keep the player engaged, never knowing what the next challenge will look like.
One example is the level fittingly titled “Pits of Death.” This stage forces you to move at its pace rather than your own, pursued by a stream of arrows you are flushed through many twists and turns, demanding constant movement from the player.
The amount of variety the developers managed to squeeze into just 20 levels is incredibly impressive, especially when you factor in how well each stage is optimised for the tight movement mechanics. Movement mechanics that are inherently difficult to account for due to how much freedom they grant the player. Movement mechanics that all revolve around the best part of the game: the weapons.
Platforming Using Medieval Weaponry?
The reason you start playing Journey of Johann: Grasslands is the nostalgic art style and speedrunning edges, but the reason you stay is the weapon system. It’s always good when a platformer makes the player feel as if they are fighting against their own abilities rather than the levels. The key to pulling this off is player expression, and that’s exactly what the weapon system allows. Spears, swords, axes, shields, helmets and bows are scattered throughout every level, all able to be picked up, attacked with, and thrown. Attacking takes down enemies, whereas throwing is used for platforming. What developer looks at an axe and thinks of platforming?
When a weapon is thrown, it sticks into any wall or structure it collides with, acting as either a platform to jump on or a bridge to walk across. This mechanic alone provides incredible freedom for the player; able to slash, throw, and jump around the level at their whim, creating platforms wherever they please.
If you think that is the extent of the weapon system, you’re mistaken. Weapons aren’t just used for platforming and killing, but also puzzles. Preserving weapon durability to reach a secret later on and creating platforms that allow blocks to be pushed over large gaps are just two examples of how this system is pushed to its absolute limits.

As Polished As A Newly Forged Sword
Although Journey of Johann’s art direction and graphics seem simple at first, it’s the high level of polish that elevates it to an overall exemplary finish. Xitilon and Apapappa Games could’ve settled for static environments and bland backgrounds but instead chose to add physics to the grass, plants, and hair, perfectly complementing the gusts of wind that sweep across each stage. The backgrounds use beautiful pixel clouds and trees that are also shaped twisting into the direction of the wind.
A benefit of having nice polish is jokes that could feel tacky, instead have the opportunity to land perfectly. Quick, unintrusive jokes are placed in level titles and the death screen. There’s also a great running gag about crows. I won’t spoil it for you.
My only issue with the polish is that sometimes on specific levels the weapons can blend into the scenery far too well. Sadly, with poor placement that flowing grass can perfectly camouflage a necessary pick up. This is only a major issue on level 5 that saw me wasting 10 minutes trying to figure out what seemed like an impossible jump, only to realise the spear I needed was hidden behind some foliage.
Speedrunning Roots
I’ve spoken a lot about the game feeling, sounding and being fast-paced, and that’s for good reason. Journey of Johann: Grasslands is made for speedrunning. The time limit awards players with silver or gold medals after each stage, depending on how fast they were able to complete it. Gold is incredibly challenging to consistently achieve; adding replay value for those who like a challenge, whilst still being optional for more casual players.
In certain cases the time limit can highlight a small nit-pick I had: damage-sponge cheesing. Due to the player character having three lives, it can sometimes be optimal to use I-frames you receive from getting hit to cheese your way through whole sections. Not hugely problematic, but never cool. However, having multiple lives does allow for some of the game’s unconventionally crazy set pieces that you won’t find in other platformers.
A Refreshingly Unique 2D Platformer
With surprisingly new mechanics stemming from the weapon system, Journey of Johann: Grasslands ends up being a near-perfect experience wrapped up into one short hour.
Don’t expect any of the life-changing themes or revelations you might find in a more fleshed out, longer experience. Journey of Johann will simply provide a great hour’s worth of fast-paced fun, with excellent replayability if you decide to delve into its speedrunning roots.
Important Links
Journey of Johann: Grasslands – A Platforming Odyssey with a Speedrunning Soul – https://www.thexboxhub.com/journey-of-johann-grasslands-a-platforming-odyssey-with-a-speedrunning-soul/
Buy, Optimised for Xbox Series X|S – https://www.xbox.com/en-gb/games/store/journey-of-johann-grasslands/9NM9G3PMV2SF
Grab an Xbox One edition – https://www.xbox.com/en-gb/games/store/journey-of-johann-grasslands-xbox-one/9N1T90MWX453
There’s a Bundle too – https://www.xbox.com/en-gb/games/store/journey-of-johann-grasslands-bundle/9MWBM5SWQGPD