
When it comes to the discussion of holiday-centered games, we as a collective in the current atmosphere of constantly updated titles insist that there is no primary need for an entire project dedicated to one annual celebration when said game could have a decorative event instead. While that is true to some extent, hindering the possibility from creative potential is not worth sacrificing for a few weeks of pumpkins planted on your favorite online game.
In effort to support titles alike, Nicolas Meyssonnier’s Pumpkin Jack is a great example of the type of vigor that make games focused on festive themes flourish when handled properly. At PAX East the past weekend, I visited the Headup Games’ booth to demo this hidden gem.
Before getting my hands on the behind closed doors demo, I watched the trailer for the game which illustrated a spooky yet colorful experience following the passage of the titular Pumpkin Jack to wreak havoc on the inhabitants of Boredom Kingdom in pursuit for the evil wizard. Offering combat, exploration, and immersive scenarios that brighten the playthrough for the player, I approached the game very ambitious. And the game proved to be just that once the controller fell into my grasp.
The design and production for the landscapes alone are one to take in: offering volumetric lighting, a cascading color palette, and intricate & well-thought out modeling is enough to keep the player’s eye glued to the screen. While demoing the game alongside Headup Games’ PR Manager Gregor Ebert, he disclosed that the project is also expected to implement raytracing support for machines that can properly process the extra ‘umph’ to allow Pumpkin Jack to shine; mostly the PC version.

Reiterating on the aspect of the character models, I was in awe of how imaginative the game’s enemies and even the protagonist himself looks. While there is so much you can do with gothic era architecture and cartoon aesthetic to make a foundation for the title, the muscle behind the monitor went above and beyond what is necessary for Pumpkin Jack and is acknowledged for the dexterity going the extra mile.
Transitioning the topic to gameplay, there is more that can be said on the matter. Controlling the character felt very smooth and responsive which instantly is a gripping enough element to dictate a good first impression. The introductory segment of the demo was laid out with platforming obstacles including spinning platforms and leveled climbing. Despite the commencement of the game being so primitive, it does vary quite a bit which does not feature incessant repetition.
Shortly after, the Pumpkin King quickly befriends a crow who helps fight your first group of baddies. When nearby, you can direct the feathered friend to pounce on your foes and deal damage on the skeletal hostiles. Even more, your new friend can also help with platform puzzles: for instance, directing the crow to knock over standing boards to bridge gaps is just one example of his helpful traits.

Gameplay takes a large turn when you equip yourself with a sturdy shovel allowing our protagonist to participate in combat scenarios. Just like the lustrous control scheme, Pumpkin Jack’s fighting mechanic is also another aspect that feels fine-tuned to satisfy anyone playing. The demo segues on to introduce more enemies like fireball-launching jack-o-lanterns and ghostly apparitions in further segments of the game I jumped through. Combining these different elements in one encounter is where the experience really flourishes as you will have a form of strategy to attack, dodge, and utilize your crow.
Elsewhere in the game that I played, I met a scenario that strips Pumpkin Jack from his body and access a barn playing just his gourdy appendage with vines erecting from the bottom to move. For this instance at least, I faced a puzzle where I had to move crates to reach a higher platform to open the barn: assumably, these segments look to offer different enigmatic encounters which the player will stumble upon when progressing.
Additionally, the game’s music is another layer of immersion that should be noted. Panning from the chattering xylophone rhythms to the subtle strumming of a lute instrument pairs well with the game’s euphoric setting. Altogether makes for a captivating experience that surely gets the message across for what this game’s ambitions are.

Speaking with Ebert throughout my hands-on with Pumpkin Jack, I learned about different aspects and fundamental details regarding the game’s development. Elaborating on the creative process that the project endured, all of the assets for the title was crafted by one person, Nicolas Meyssonnier. Building the game from the ground up using Unreal Engine 4 surely is a challenge for a team of developers, but for one individual truly is impressive reflecting the outcome of the project so far.
Concluding my time playing the game, my only concern arose regarding the control scheme being absent of Y-Axis invert. Me alongside Ebert are both prone to this and had to tough through the demo, specifically during the platforming segments of the demo. The PR Manager jokingly tells that he will strangle Meyssonnier if not added in the full version, but in actuality is confident that the feature will be supported when the game releases later on.
Since we’re on the topic of Headup Games-published titles, you can also check out my feature for Colt Canyon from PAX West last year. Retrific’s title was showcased at PAX East as well, so head here to get the full rundown.
If you are ecstatic to see the full potential of Pumpkin Jack alike myself, make sure you visit the game’s Steam page to add the game to your wishlist!
Pumpkin Jack is scheduled to release sometime in fall 2020 for PC, Xbox One, PlayStation 4, and Nintendo Switch.







