Posted November 17, 2025 by Sofaspartan
#BitJump #prototype #platformer #retro #8bit #devlog
Just a note: I ended up skipping a devlog for 0.7.3. Sorry about that! I've been updating things in the background (such as some visual branding for the game) but was sick at the time, so I didn't feel like writing a lot for it.
BitJump just leveled up in a big way. This update brings a brand-new airborne enemy, a dynamic hazard system, upgraded burrowing foes, and a fully fleshed-out Level 3 that puts everything to the test. Buckle up — there’s a lot of fun new chaos in here.
A new airborne threat has descended — literally.
What they do:
Can spawn as either a regular walker or a jumper enemy
Float downward with a swaying parachute animation
Can be stomped, boomeranged, or bombed mid-air
Destroying them pops both enemy and chute
Deal damage if they collide with the player while falling
Once they touch down, the chute disappears and the enemy snaps into its normal behavior
These enemies add a great blend of unpredictability, timing, and vertical awareness. You’ll learn to peek upward more often.
Levels now have a new way to rain trouble from above.
How it works:
Only spawns enemies when the spawner is inside the camera’s view
Won’t spawn anything if its zone already contains an enemy
Drops parachute enemies from the upper section of its bounding box
Has a configurable spawn limit (so it doesn’t flood the level forever)
Has a cooldown timer that only counts down when the zone is empty, preventing instant respawns
It creates controlled bursts of aerial danger while keeping pacing smooth and intentional.
The burrow enemies received a major upgrade, making them far more expressive and readable.
Squash and stretch animation added
Crawls left or right underground
Stops when it’s time to attack
Now shakes left and right during the pre-jump “charging” moment
After the enemy launches out, the burrow stops shaking and resumes moving once the jumper returns
This gives players a clear visual cue:
If the ground is shaking, don’t stand above it. Or… do, if you like chaos.
Stays rooted in place
Fires a jumper straight upward
Runs on predictable timing
Also includes the shake warning, letting players anticipate the jump
Each burrow starts with a random initial delay, preventing every one in the room from syncing
Together, these two versions make timing-based platforming feel much more alive and reactive.
Level 3 is finally a completed stage — and now blends every new mechanic:
Moving burrow enemies
Stationary burrow enemies
Parachute enemies falling from above
Parachute spawners controlling aerial rhythm
A stronger mix of ground threats + sky threats
The result?
A more kinetic, layered, and chaotic mid-world challenge.
That’s it for this update! BitJump’s world just became more reactive, more readable, and a whole lot more surprising — especially with enemies literally falling from the sky now.
If you like these additions, stay tuned — more hazards, more levels, and more boss improvements are right around the corner. And of course… more chaos from King Block eventually.
Onward to the next update!