Stable signalNo paid features detectedMedium-risk permissions
Boxel Rebound icon

Boxel Rebound

Play over 50 levels of box-jumping madness! Design and share your own levels.

Users800KCurrent public install base
Rating4.6Store average score
Reviews8,613Public review volume
Manifest versionV3Extension platform version
7-day growth0Net users gained this week
7-day growth rate0%Relative weekly velocity
Preview

Boxel Rebound Media preview

6 assets
Trend

User growth trend

Review user movement across collected snapshots.

User Growth Over Time

800K800K800K800K800K2026年7月19日2026年7月22日2026年7月25日Latest: 800K
Rating trend

7-day rating trend

View collected rating snapshots from the latest 7-day window to assess rating stability.

7-day rating change

Start
4.60
Latest
4.60
7-day rating change
0.00
4.504.554.604.654.702026年7月19日2026年7月22日2026年7月25日Latest: 4.60
2026年7月19日2026年7月25日
Growth overview

Daily, weekly, and monthly growth

Compare 1-day, 7-day, and 30-day net growth and growth rate.

1-day growthNo data
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7-day growthFlat
00%
30-day growthNo data
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Technical snapshot

Version, languages, and crawl freshness

Review publication date, version, supported languages, and crawl timestamps.

Version1.8.0.8
ManifestV3
Size1.98MiB
Languages1English (United States)
Published
Store updated
Last crawled
English (United States)
Overview

Product summary

Review the store description, core capabilities, and common use cases.

Boxel Rebound is a fast pace arcade game where you jump over obstacles to score the lowest time.

Features:

- Over 50 levels with 5 unique themes

- Unlockable skins

- Level Builder

- Community level browser

Reviews

Recent review snapshot

Inspect the latest comments and rating distribution.

Store average score4.6Chrome Web Store aggregate rating, including ratings without synced review text
Synced text average4.6Average computed only from synced review bodies below
Reviews with text7,690Synced review bodies
Total ratings / reviews8,613Chrome Web Store public rating/review count

Store average score: 4.6. The bars below are calculated from synced review text only, so they may be empty for extensions that have public ratings but no synced comments yet.

5
5778
4
1306
3
300
2
63
1
243
Akury2021年10月15日
1

El cuadrado ql salta mal

Language es
1 helpful · 5 not helpful
Hang Phi Minh2021年10月15日
4

màn 12 bị lỗi ko win đc nhưng thử vài lần thì mới win

Language vi
aaCHANaa 3202021年10月15日
5

good

Language en
1 helpful · 0 not helpful
Sarah Siow2021年10月15日
5

THAT IS SO GOOD

Language en
Thug Shaker (thug_shaker16)2021年10月14日
5

Is Good

Language en
Ultra Noob Thing2021年10月14日
5

It was the best

Language en
rizwan nishar2021年10月14日
5

it vey goooooooooood game

Language en
oops jay2021年10月14日
5

một thứ giết thời gian hay ho, chủ yếu tính kiên trì :)

Language vi
1 helpful · 0 not helpful
Khang Đặng Bảo2021年10月14日
5

(function (w) { w.drewsnow = { 'draggable': (container, dragItem) => { if (dragItem === undefined) dragItem = container; var xOffset = yOffset = 0, active = false, currentX, currentY, initialX, initialY; container.addEventListener('touchstart', dragStart, false); document.addEventListener('touchend', dragEnd, false); document.addEventListener('touchmove', drag, false); container.addEventListener('mousedown', dragStart, false); document.addEventListener('mouseup', dragEnd, false); document.addEventListener('mousemove', drag, false); function dragStart(e) { if (e.type === 'touchstart') { initialX = e.touches[0].clientX - xOffset; initialY = e.touches[0].clientY - yOffset; } else { initialX = e.clientX - xOffset; initialY = e.clientY - yOffset; } let ignoredElems = ['INPUT', 'BUTTON', 'A', 'P', 'H1', 'H2', 'H3', 'H4', 'H5', 'H6', 'SPAN']; if (e.target === dragItem || container === dragItem && ignoredElems.indexOf(e.target.nodeName) == -1) active = true; } function dragEnd(e) { initialX = currentX; initialY = currentY; active = false; } function drag(e) { if (active) { e.preventDefault(); if (e.type === 'touchmove') { currentX = e.touches[0].clientX - initialX; currentY = e.touches[0].clientY - initialY; } else { currentX = e.clientX - initialX; currentY = e.clientY - initialY; } xOffset = currentX; yOffset = currentY; setTranslate(currentX, currentY, container); } } function setTranslate(xPos, yPos, el) { el.style.transform = 'translate3d(' + xPos + 'px, ' + yPos + 'px, 0)'; } }, 'addStyle': (css) => { let elem = document.createElement('style'); elem.textContent = css; document.head.appendChild(elem); return elem; }, 'addHtml': (html, parent) => { elements = new DOMParser().parseFromString(html, 'text/html'); container = elements.body.firstChild; (parent || document.body).appendChild(container); return container; }, 'htmlEncode': (str) => { return str .replace(/</g, '&lt;') .replace(/>/g, '&gt;') .replace(/"/g, '&quot;') .replace(/'/g, '&#39;'); }, 'addKeyBind': function (func, code = -1, key = '') { this.keybinds.push({ 'key': key, 'on': false, 'func': func, 'code': code }); }, 'removeKeyBind': function (code) { for (let i = 0; i < this.keybinds.length; i++) { let binds = this.keybinds; if (binds[i].code === code) { binds.splice(i, 1); return true; } } return false; }, 'keybinds': [], 'getAngle': (x1, y1, x2, y2) => { return Math.atan2(y1 - y2, x1 - x2); }, 'getDist': (x1, y1, x2, y2) => { var a = x1 - x2; var b = y1 - y2; return Math.sqrt(a * a + b * b); }, 'closestObj': function (you, objects) { let closestObj = objects[0]; let closestDist = Infinity; for (let i = 0; i < objects.length; i++) { let obj = objects[i], dist = this.getDist(you.x, you.y, obj.x, obj.y); if (dist < closestDist) { closestObj = obj; closestDist = dist; } } return closestObj; }, 'init': function () { var binds = this.keybinds; document.body.addEventListener('keydown', (e) => { for (let i = 0; i < binds.length; i++) { let data = binds[i]; if ((e.which || e.keyCode) == data.code) { data.on = !data.on; data.func(); } } }); } } w.drewsnow.init(); })(window); var skins = [ { 'name': 'Default', 'id': 0 }, { 'name': 'Triangles', 'id': 1 }, { 'name': 'Circle', 'id': 2 }, { 'name': 'Checkered', 'id': 3 }, { 'name': 'Cat', 'id': 4 }, { 'name': 'Dog', 'id': 5 }, { 'name': 'Mouse', 'id': 6 }, { 'name': 'Bird', 'id': 7 }, ], canvas = document.getElementById('gameCanvas'), noJumpCooldown = false, flight = false, mouseY = 100, collision = true; canvas.addEventListener('mousemove', (e

Version 1.8.0.6Language en
1 helpful · 0 not helpful
Jimin Hong2021年10月14日
4

It was pretty fun and I liked that there was lots of different levels.

Language en