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Jump Rope Impossible [SQUID GAME SEASON 3]

Jump Rope Impossible [SQUID GAME SEASON 3]

A Roblox experience owned by Successful Squirrels.

MinigamesENSquid Game IPRhythm/ReflexSurvival

Jump Rope Impossible [SQUID GAME SEASON 3] is a minigame experience created on 2025-06-17. The title has accumulated 794,740 lifetime visits and 2,079 favorites. Currently, zero users are playing. The experience holds a 70% like percentage. It features survival mechanics inspired by Squid Game Season 3.

Description (written by the developer; not a statement by this register)

Survive the spinning rope or get knocked out! 💀 Inspired by Jump Rope in Squid Game 3! 🦑 Classic Mode: Cross the track while jumping the rope! If the jump hits you, you will be eliminated 💀. Survive multiple phases, each one gets harder! Last Man Standing [RARE]: Stay on the track and jump the rope until you're the last one left (One winner). Difficulty increases over time! PRESS F to push people! (Only works for Classic Rounds) VC Servers are located in settings! 🎙️ Tags: Squid Game, Season 3, Jump Rope, Squid Games Season 3, Octopus Games, Survival, Multiplayer, Challenge

Last updated by the developer 2 Aug 2025, 06:09 UTC.

0
playing (measured 11 Aug 2026, 01:21 UTC)
794,740
lifetime visits
70%
liked (1,380 👍 / 585 👎)
2,070
favourites (2.6 per 1k visits)
17 June 2025
created (per Roblox)

Play on Roblox →

Live players over time

Growth

Growth history is still building. We hold one measurement for this entry. A trend needs at least two, taken days apart — so this will fill in on its own rather than being estimated. We do not publish numbers we have not measured.

Measurement log — every players count we have recorded
Measured (UTC)PlayersChange
11 Aug 2026, 01:210first reading

Concurrent players at each of our measurements (insert-on-change).

Monetization — game passes

Extra Life
399 R$
VIP
299 R$
Night Vision
79 R$

Game passes for sale and their prices, measured from the Roblox passes API. Developer products bought inside the game aren’t publicly listable.

Badge funnel

🦑 Jump Rope 100 Players · social483,235 · 0.00% win

How many players have ever earned each badge — a proxy for how far players get before they stop. Steep drop-offs mark where a game loses people. Win rate is the past-day share of players who earned it; categories are assigned by a language model from each badge’s own name and description.

Like ratio over time

Growth

7014 August 2026 — 70 % liked3 September 2026 — 70 % liked23 October 2026 — 70 % liked14 August 202623 October 2026
3 measurements spanning 70 days. Dots are measurements; the straight line between them is drawn to join them, not to claim we know the path taken in between — snapshots are recorded only when a count changes, so gaps mean “no change observed”, never “interpolated”. The vertical axis spans 69–71 and does not start at zero.
Measurement log — every % liked count we have recorded
Measured (UTC)% likedChange
23 Oct 2026, 20:3270no change
3 Sept 2026, 19:2370no change
14 Aug 2026, 17:2170first reading

Percentage of votes that are likes, at each of our measurements. A falling line is a game losing its crowd’s goodwill.