Posted July 02, 2025 by SourabhK
#Platformer #2D #robot #acid factory #smart puzzle game #puzzle platformer game
Hello everyone! This is a devlog for my latest 2D puzzle-platformer, Viron, which I developed for a game jam in just a few days. The core idea behind Viron is simple but impactful — every movement costs something. Whether you’re walking, crouching, or jumping, your energy drains, and once you’re out of energy or health, it’s over. The game forces you to analyze, plan, and reflect before making any move.
⚙️ Game Overview Genre: Puzzle Platformer
Core Mechanic: Strategic movement with energy/health resource management
Levels: 10 handcrafted stages (currently expanding to 20+)
Art: Custom-made high-resolution sprites using Adobe Illustrator
Engine: Unity (URP disabled for performance)
Platforms: Browser (Itch.io), with plans for CrazyGames and Play Store
🔍 Mechanics Breakdown Walking → 3% energy/second
Crouch → 6% energy (once)
Jump → 12% energy
Traps → Health-consuming hazards like acid, electric currents, laser beams
Enemy Logic → Moving/shooting laser bots and strategic obstacles
Battery Pickups → Replenish energy, placed carefully across levels
Devlog: Behind the Scenes of Making Viron
Making a well-polished, smart puzzle-platformer solo is already a tough job. But completing one in just 3 days? That was nothing short of a miracle.
I made Viron for a 10-day game jam, but I only had 3 days to build it from start to finish. My main goal was to complete something meaningful and polished quickly so I could return to other high-priority projects. To achieve that, I relied heavily on my long experience with 2D platformer development, Unity scripting, and rapid prototyping.
Game link: https://sourabhk.itch.io/viron
The first day was all about setting the foundation. I designed and built:
Every animation frame was made in Illustrator (not pixel art). The result was a clean, modern look that also ran efficiently in WebGL.
On the second day, I added new mechanics and layered complexity into the levels:
This day was exhausting — building all of that from scratch solo is never easy. But I pushed through, and by the end, the levels were finally feeling “alive.”
By the final few hours, I was racing against time — tweaking final platforms, positioning enemies, balancing energy vs. health mechanics — and finally, I uploaded the ZIP file on Itch.io just before the submission window closed.
Making Viron in just 35 hours (split over 3 days) felt almost impossible at times. But thanks to years of experience and some sleepless nights, I did it.
It’s not just another platformer — it’s a game where every step costs something, and thinking before moving is the key to success. Some players found it difficult, others found it clever and addictive. That’s the kind of game I love to make — the kind that makes you pause, learn, and grow.
Thanks for reading!
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