Posted October 23, 2025 by Sofaspartan
#BitJump #platformer #prototype #8bit #retro
This build brings a ton of motion and character to both enemies and the player — BitJump’s world is starting to feel truly alive! Between new animation updates, smarter enemies, and a few visual experiments, Build 0.6.7 adds a lot of polish (and a touch of chaos).
Nearly all enemies across the main game world have received new squash and stretch effects, bringing a whole new layer of personality to the gameplay.
Each enemy now reacts more organically when moving, attacking, or getting hit — giving the world that lively, bouncy retro energy it was missing.
There are still a few outliers being refined, but this update marks a big leap toward expressive motion and visual consistency.
Our cube hero Bit has also leveled up with several new animations:
Level Select Cursor – now with extra bounce and personality while moving around the map.
Idle, Walk, Look Up, and Look Down – all updated with smooth squash/stretch motion and subtle anticipation effects.
Swimming Animation – bubbles now shoot correctly in the opposite direction of your swim, making underwater motion look more dynamic and natural.
It’s a small detail that makes a huge difference in how the game feels moment to moment.
The snake enemy has been completely retooled for smarter movement and better visual feedback.
Hitting the head now triggers a unique sequential destruction — its body segments collapse one by one before the head finally bursts in a satisfying finish.
This gives the encounter more tension, impact, and clarity. It’s not just a visual tweak — it changes how you approach fighting it.
Fixed a long-standing bug where reloading the game could cause the camera to start in the wrong region on the world map.
Now the game correctly remembers your region and cursor position, ensuring that your return to the map feels seamless and consistent.
(Also a small but mighty quality-of-life improvement for testers!)
Added some test flame effects to the Test Room.
This is just the spark of something larger — future builds might include fireball enemies, environmental hazards, or even fiery new level themes.
For now, they’re a fun visual experiment that hints at what’s to come.
BitJump 0.6.7 is all about motion, expression, and feedback.
Everything feels a little more elastic, a little more alive, and a lot more satisfying to play.
Next up: finishing enemy animations, refining fire FX, and experimenting with new hazard types and world interactivity.
Thanks for following along — and as always, jump on in and see what’s new!