As shown in the image, angled platforms were introduced to reduce jump distances to test players’ sense of timing. However, feedback indicated that these elements increased difficulty beyond an acceptable level for the intended audience.
Action
A pros and cons list was created to evaluate the feature. While the angled platforms offered a creative variation, issues with collision behaviour persisted despite extensive testing. Based on these findings, the asset was removed, with the possibility of reintroduction in a future update if properly refined.
Result
The removal slightly reduced the game’s dynamism but led to more consistent feedback. The streamlined platform layout aligned more effectively with the casual pacing and tone, evoking similarities to the structure found in Flappy Bird-style gameplay.
The game originally featured a high-angled camera perspective, designed to add depth while still allowing players to see the gear-like character they controlled. However, this angle made it difficult to spot incoming platforms in time, often resulting in mistimed jumps. This issue is visible in the image above.
Action
Several adjustments were attempted, including modifying character and platform speeds to better suit the limited view. However, these changes disrupted the fast-paced gameplay the game was aiming for. The solution was to shift the camera to a top-down perspective, providing a wider visual range.
Result
The new camera angle preserved the intended gameplay speed while significantly improving visibility. Players could now more easily anticipate approaching platforms and time their actions more effectively.
Timing jumps between moving surfaces proved to be a significant issue. A platform would often shift position during the player's leap, making it difficult to land accurately. This discrepancy disrupted their sense of equilibrium and often led to missing their planned destination.
Action
The issue stemmed from a mismatch between how quickly platforms shifted and the timing of the player’s leap. They felt it was unfair when they landed far from their intended target. The solution was to ensure each surface moved at a slower pace than the jump’s speed, minimizing how much motion occurred while airborne.
Result
As illustrated in the image above, the blue platform and arrow indicate slower movement, while the red player circle and arrow represent their faster jump. This adjustment ensures they land closer to the position they are trying to reach, improving timing and making the gameplay feel more fair through consistency.
Spawning directly into active obstacles and platforms created a sense of unfairness whenever a new game began, as there was no opportunity to understand the jump mechanic before being placed in danger.
Action
In order to establish a skill ramp, a safe zone was introduced at the beginning of each round. This area contained no hazards and allowed unrestricted movement for players to become familiar with the timing of jumps.
Result
The safe zone helped establish a consistent rhythm for jumping. Since points were awarded based on successful leaps between platforms, the mechanic was reinforced through scoring, encouraging continued mastery.
A procedurally generated stage was a key goal to ensure each session felt distinct. The difficulty lay in developing a system capable of producing varied layouts while remaining functional.
Action
Several methods were explored. Initially, individual platforms and obstacles were generated randomly, but this often led to excessive clutter and unplayable situations. A revised method involved using pre-constructed sets, each containing curated combinations of platforms and obstacles. These sets were carefully designed to guarantee that a path forward remained accessible when transitioning from one layout to the next.
Result
As seen in the image above, each set was randomly selected, spawned above the screen, moved downward through the playable area, and was removed after exiting. The process repeated with new sets to create a seamless and varied environment throughout each session.