Posted September 24, 2025 by Sofaspartan
#BitJump #platformer #8bit #retro #prototype
Hey everyone! Time for another BitJump devlog 🚀
This update brings a mix of new features, smarter enemies, and some big camera upgrades that make the game feel more dynamic (and nostalgic). From auto-scrolling cloud climbs to screen-shaking bomb blasts, there’s a lot of new energy packed into this build. Let’s dive in!
You can no longer just sneak past an incomplete stage on the world map! Certain levels now block movement in chosen directions until you actually beat them. This keeps progression feeling natural and rewarding as you unlock new paths. Currently all stages are unlocked and explorable, however when all stages are implemented, this feature will be turned on.
The camera got a huge overhaul!
Classic free-follow mode is still here, keeping the player centered.
But now we’ve added auto-scrolling stages in every direction — right, up, and down — just like in the old-school Mario games. Fall behind and you’re out! Check out the vertical cloud stage. It is now a vertical auto scroll level!
Some levels will have the camera locked onto a rail path, creating cinematic scrolling sequences.
And don’t worry — auto-scrolling won’t start until the fade-in is complete, giving you time to get ready.
Bombs feel way better — when one goes off, the whole screen rumbles! The intensity and length of the shake make every explosion feel powerful.
Introducing the vertical spike trap! These hazards slide up and down between walls, pausing for a beat before reversing. They keep you on your toes in vertical sections. Also now all spike traps do not instakill, they only damage the player.
Walkers now know how to stop at ledges instead of walking straight off, and they respect semi-solid platforms.
Jumpers got smarter too — they can land on semisolids, bounce off their sides, and they only activate once you actually see them on screen. Plus, they quietly get destroyed if they fall off the bottom of the stage.
We’ve added a new “silent destroy” system. Basically, enemies that fall off the bottom of the room get cleaned up instantly without leaving behind any effects (like when an enemy gets killed by stomping, boomerang or bomb). You won’t notice it, but it helps keep everything running smooth. This applies mainly to the jumper enemy if it falls off the screen.
A brand-new stage has been added to World 1 — Level 2! This one’s all about springs and jumping. Get ready to bounce your way through some fun platforming challenges.
That’s it for this round of updates! 🎉 With smarter enemies, new hazards, and a fresh spring-focused stage in World 1, BitJump’s starting to feel more alive than ever. As always, thanks for following along — your feedback keeps the project bouncing forward. More levels and surprises are on the way, so stay tuned!