Posted November 09, 2025 by Ancient Road Interactive
I started this project with the intention to explore game design elements, grow my design portfolio and learn a brand new engine.
I decided to start a Design Mechanic Jam series, in which I take a mechanic and focus solely on testing and developing it into something that is enjoyable.
For my first Design Mechanic Jam, I chose to test a simple jump mechanic. Four days later, it turned into a complete little game with menus, sound, and an ending.
Why Godot:
I chose Godot because I wanted something lightweight and fast to prototype in. After years in Unreal, I finally cracked when exporting produced a 500 MB build, even when empty. I wanted a game engine which was not completely bloated with unnecessary add-ons, where I could see changes instantly and later upload them without worrying about the size.
Core mechanic:
The idea was to let the player create an “echo” of themselves mid-air, a temporary platform that could save them or set up the next jump. The trick was finding a balance so it wasn’t just a double jump. This was tricky but rewarding.
Challenges & lessons:
Getting comfortable with Godot’s node system and tweens.
Learning how input, focus, and signals interact.
Discovering how satisfying it is to add tiny bits of polish (sounds, fade-ins, and that bouncing title)
Realizing that finishing something small feels better than starting something big.
Closing thoughts:
What began as a test became the first entry in my self-imposed “Design Mechanic Jam” series — small, focused experiments to explore gameplay ideas one by one. I learned a lot, and most importantly, I had fun.
You can play Echo Jump here: https://bouncy-elf.itch.io/echo-jump