🕹️ Partial Controller Support
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The game's source code repository will also be available in the coming days Welp, that aged poorly. Hello! It's been almost two months since the game was released, and as promised, I've published the game's source code on GitHub, available here! My original plan was to make it easy for anyone to build it, hence why such a long delay. I encountered many issues related to my sub-optimal C# project setup, which makes the built games assembly broken. I really wanted to have a way to build the game from source without requiring native third-party dependencies. This is something I'm working to fix for 1.1. For now, the source code is only viable as a reference for any reverse engineers out there, or just people who are interested in how certain things are implemented. Regardless, I hope the source code will be useful to you! Happy tinkering! Daniel.
Hello! New patch is now available to download. It focuses on improving stability on older hardware and other small fixes and quality of life additions. Changes:
Hello! A new patch has been released. It addresses stability issues and incorrectly rendered menus on certain hardware, and introduces small tweaks to some levels. I'm aware of freezes on old hardware, and I'm already working on fixing these as well. Changes:
Hi! Jump Adventures is finally available here on Steam! Thanks for all your support during the development! As outlined in the previous post, some things will not make it for this release. My current top priority is delivering Linux support for the game, with World 3 coming in one of the future content updates. The game's source code repository will also be available in coming days, licensed under BSD-3! Have fun! Daniel.
Hi! [previewyoutube=lBs4xTIqyO8;full][/previewyoutube] After so much time, I'm happy to announce that Jump Adventures finally releases on April 24th, 2024! Unfortunately, some features won't be making it for the release. Namely, World 3 and Linux support. World 3 still needs some ironing out, and I believe delaying it to a post-launch update is a much better choice than shipping an unenjoyable mess. The additional time was spent polishing and improving existing content. Linux support faced several major last-minute issues due to lack of extensive testing. Despite that, the game is perfectly playable under Proton. The official Linux build will hopefully arrive soon after! Thank you for your support! Daniel.
TLDR: Jump Adventures was put on hold with the store release date marked as "Coming Soon". I'm taking a few months break to work on a new game. Hello! Two months have passed since the last devlog, and Q4 is steadily coming to an end. Along with that, the game's release date was marked as "Coming Soon". What's going on? Well, in short: the game is delayed, once again. Only this time, without a vague "Q4 2023" or more concrete "August 31st 2023". The reason for that is, I barely made any progress since that last devlog. World 3 is still nowhere close to be finished, and all bigger features/reworks are to be implemented too. The longer I work on the game, the harder it becomes for me to stay motivated. I keep reworking and revisiting other parts, while a huge chunk of content (World 3, etc.) is still missing. Ultimately, this leads to more work required to match the rest of the game to that new quality bar. Additionally, working on World 3 proves to be challenging due to the game's overall philosophy. I don't want it to be boring or rushed, and coming up with new mechanics that could be combined with other ones introduced in previous worlds is extremely difficult. In the end, that led to many failed experiments and attempts without significant progress being made. I don't want to force myself to work on the game, as it will only make matters worse. A better course of action would be to put it on hold for a few months, and instead work on a different, smaller project. After it will be done, I'll be back working on Jump Adventures with a fresher mind. I love working on games, but when this process becomes unbearable is when I have to take a lengthy creative break. As it stands, I don't want to share any big plans regarding the new game. I've been working on the prototype for the past few days already, and it proves to be promising and achievable in the short time span that I set. In addition, my intent is to focus more on a story and an interesting fantasy or a game mechanic, so it will be nothing like Jump Adventures. This is all I wanted to share in regards to Jump Adventures. I understand that the game should've been released a long time ago, but I would much rather release a game in a good shape that I enjoyed developing than force myself to release anything for the sake of releasing. See you next time, Daniel.
Hello! Tomorrow (27th of October, 2023) at 8PM CET I'll be streaming the development for a new World and Level Selection screen! https://www.youtube.com/watch?v=_de_-qaNzaQ See you on stream! Daniel.
Hello, and welcome to the new devlog! Since the last development update, the game saw numerous behind the scenes changes in its code, as well as improvements to the UI and general user experience. Additionally, there's been a ton of work towards balancing World 2, making it more forgiving and less challenging.
Hello! It's been a long while since the last devlog. I spend the time polishing up the visuals for the rest of the worlds, implementing small enhancements, but also took a long break from the project to clear my mind after some built up frustration. Now that I'm back in full swing, I realize that I won't be able to finish the rest of the game by the planned date of August 31st. Therefore, I've decided to postpone the release to an indefinite period in Q4 2023. I want to make sure the game is as polished as possible, alongside giving me time to finish World 3 and other content that was omitted by the cutting board. Speaking of cutting: unfortunately, I made the decision to cut some of the planned functionality. The Vaults proved to be too much work and are simply not fun, and altered levels for the challenge mode are also hard to work on and properly balance. In addition to that, it also requires extensive testing, which in itself would simply require a lot of time as it's another set of 60 levels, albeit altered to challenge the player. Simply put, I want to focus on making the game as polished as possible, while retaining the amount of features at a point where I can easily maintain them. For instance, it takes much less time to add a new level, skin or an unlockable than a full blown separate game mode. This change will be also reflected in the game's pricing to set the proper expectations. I believe this change is necessary because at the present state, the game suffers from issues like balancing or bugs, and no amount of new features will counter that. So, in short:
Tune in tomorrow (June 7th) at 9:30 PM CEST time for a YouTube premiere of the gameplay trailer for Jump Adventures, where I'll be unveiling the release date! [previewyoutube=7Z8XNWjlBvM;leftthumb][/previewyoutube]
Hello and welcome to another devlog! It's been a month since the first World 2 preview, and two since the last devlog. During that time, I managed to finalize World 2's gameplay, finished the initial work required for the Challenge Mode, and made some quality of life improvements. Along with that, I begun planning for World 3. This time, I don't have any shiny new screenshots, but instead I have a ton of news to share! In the last devlog, I revealed game modes as a temporary substitute for the initially missing level editor, however since then I made some big changes. Let's start with that.
Introducing Jump Adventures 2: the largest technical leap for the familiar formula.
After a month of work, I'm finally ready to show the first preview of what to expect in World 2: Forests!
Hello! Today (January 23rd, 2023) at 8 PM CET I'll be hosting a Jump Adventures development stream on YouTube, where I will be implementing a notification system. https://www.youtube.com/watch?v=hMqwspQ5B0c See you there! Daniel.
Hello and welcome to the first post in the occasional devlog series! It's been over a month since the reveal of Jump Adventures, and I would like to thank everyone for the compliments, but most importantly, for all the constructive criticism that I received. Your input is incredibly important in making sure that the game is as enjoyable and polished as it can be on release! Anyway, a lot has changed since that reveal trailer. Let's take a look at what's been cooking under the hood!
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