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Prototype Platformer Bitjump: Need some feedback!

A topic by Sofaspartan created 13 days ago Views: 216 Replies: 8
Viewing posts 1 to 4
(1 edit)

Hey everyone! 👋

I’ve been working on a fun side project I’m really excited to share — a retro-style platformer prototype called BitJump. Think Super Mario World (SNES) meets Kirby’s Adventure (NES). It’s something I’ve always wanted to create, and with a mix of pixel art, AI tools, and GameMaker, I’ve finally been able to bring it to life.

Right now you can play 3 levels (World 1-1, World 3-1, World 5-1), plus a Test Room (press 1 on the level select) where you can try out enemies and new mechanics. The world map is fully walkable, with different regions, music, and a peek at what’s coming next. The current playable levels offer a bit of variety to show how I would like to make the game feature some different level formats. 1-1 is a traditional side scroller level. 3-1 is a more open exploratory level. 5-1 is a vertical climb style level.

Here’s what’s in so far:

  • 🎨 Pixel art graphics made in Aseprite
  • 🎵 Catchy chiptune-style music created with Suno AI
  • 🤖 Advanced coding with the help of ChatGPT & Cursor
  • ⚔️ Smooth player movement with slopes, crouching, double jump, coyote time, and variable jump height
  • 🌊 Swimming mechanics (with future plans for “air bubbles” to refill oxygen)
  • 🟦 Moving platforms (solid ones that crush, semi-solids you can pass through). Not currently anywhere in the prototype but something I've already have in my back pocket.
  • 🔥 Hazard variations: poison water, lava (instakill)
  • 🌀 A satisfying boomerang + bombs that clear obstacles (or you, if you’re careless)
  • 🎚️ Switches to toggle obstacle blocks for puzzle-style levels
  • 👾 Multiple enemy types: walkers, jumpers, droppers, flyers, and more
  • ❤️ A heart-based health system with knockback and invincibility frames

It’s still early, but coming together fast. The plan is to build out full themed worlds — grasslands, desert, ocean, clouds, swamp, and beyond — into a complete adventure. The current cover art is AI-generated, but I’ll eventually replace it with something that matches the game’s aesthetic. The best place to see most of the mechanics is in the test room.

🔗 Play the prototype here (desktop/laptop required): https://sofaspartan.itch.io/bitjump

What I’d love feedback on:

  • Fun mechanics or level gimmicks you’d like to see
  • Enemy ideas (I am planning to do boss battles, which could be very fun to include super versions of some of the already large foes)
  • Any general tips for platformer design, since this is my first full game I’m committed to finishing

Thanks for checking it out — I can’t wait to hear what you think and keep building BitJump into something special! 🚀

(+1)

Hi Sofaspartan,

the last level 5-1 was most fun.

The gameplay of the levels really give some super mario vibes.

Inside the water level having "to collect all keys"... after reaching the end felt a bit annoying... think it would be good to have clue right from the start... that some keys are needed to progress... like having to go back and search for all six and loose them all after death, fealt a bit to cumbersome.

Inside the air level: dying from one hit felt also relative punishing.

For me there is something a little bit off about the way the enemies moves (maybe the move to fast or something)... but in mario everything about hitting and landing on enemies feels somehow smoother.

What i definetely enjoy most in "normal mario" levels ... are secrets "which are a bit hidden" ... something which you might overlook in first gameplay but there is somehow something unexpected leading to a secret room (maybe with a marker on the map telling me that here is "something extra to find".

The gameplay overall feels quite solid

Me personal I also enjoy some kind of trampolins and something i noticed maybe the apples look something "i want to pick from the trees" and I didn't figure out "how I can destroy the walls (which where for example inside the first level and get the points behind them).

For me there is something off with the ai generated music... can't put my finger on it, but I needed sometime to get used to it.

Have fun :)

Thanks for taking the time to try out my game! Glad you had a generally good experience.

You brought up some really good things that I am definitely taking into consideration.

1. A tutorial level is definitely in order. That will certainly help clear up some of the initially confusing mechanics.

2. I already have a checkpoint system for my linear style levels, however the more open format ones (such as the key collecting level) could definitely use some refining. Perhaps every time you collect a key it remembers it if you die, so you aren’t having to go back to square one each time.

3. I’ve already been thinking about a collectible element (3 big coins or 3 diamonds) that the player will have to explore more to collect. So that is a good callout.

4. Will be pretty easy to adjust the overall speed of enemies so they don’t feel like bullets darting around.

Hopefully you will check back as this progresses to see what you think! 😉

Thanks again for your time!

(+1)

I just played through it and thought it's pretty good and a solid foundation to build upon.

I didn't mind the music, it worked well with the graphic style. I thought the music was a bit simple, but I didn't notice that it was AI generated when I was playing, though I haven't really listened to many AI generated chip tunes... maybe it's more noticeable to other people?
The graphics were cute and vibrant, easy to distinguish what is important and what is a not, and I didn't notice any gameplay related glitches while playing.

Some constructive critique that I can offer (hopefully it comes across as constructive) are:

The movement feels quite stiff compared to how the music and graphics suggest they should feel... Maybe some sort of easing into the running velocity would help? I noticed that tapping a direction to slightly adjust your position felt very stiff and made it hard to make small adjustments.
It looks a little like you're handling your player velocity for walking a bit like:
if (input_right) player.velocity.x = running_speed*delta_time;
Is this correct? If so; it lacks "damping", which can lead to a very stiff ON/OFF feeling to movement. If you look up something like "2D platformer velocity damping delta time tutorial" (without quotes), you'll probably find a lot of differing ways of implementing it. I'd love to be more helpful, but I'd have to see how your player input relates to velocity if I was going to make any really helpful suggestions.

It seems odd that when you're in water; the controls change. I'm guessing it's the kind of thing that I'd eventually adjust to after playing a few water levels, but it felt odd that the jump button becomes disabled once you're in water and you now navigate like a top down game. I think I was expecting something more like a Mario game, where you jump to swim and avoid sinking. Probably not a big thing, but I thought I'd mention it.

The last thing I observed that I thought was a bit jarring was the jellyfish. I think they're the only fleshy entity that can't be harmed, but can harm you. I think it would make more sense if they were little spiked orbs, like Navel mines, but then again; since there are bombs in the game, it would probably be confusing if they didn't explode. Once again; not a big thing, I just found it a little jarring.

Good stuff. I'm interested to see the final product. Best of luck :)

(1 edit) (+1)

Hey there,

Thanks so much for taking the time to play and share your thoughts. It means a lot to be getting more eyes on the game, and your feedback is super helpful.

I completely agree about the movement feeling stiff — right now it’s very much “on/off,” and easing or damping would definitely help smooth things out. I’ve been building on top of a base player template that another developer released as a resource, and while I’ve already layered on a lot of new mechanics, refining the movement should be very doable. Another tester also mentioned that both the player and enemies might be a little too fast, so combining some slowdown with velocity damping should go a long way toward making everything feel less frantic and more responsive.

I am thinking that damping could enhance certain stage types, like ice levels, where the floor should feel more slippery compared to regular ground. That could add some nice variety and polish especially if the character takes more time to speed up or slow down on a slippery surface.

Really appreciate you highlighting these areas, and I’ll keep working on tightening things up. Thanks again for the thoughtful feedback — it’s exactly the kind of perspective that helps push the project forward!

(+1)

No problem; the game’s quite fun so it was a pleasure to play test.

I was originally going to suggest some quick code to allow some easing in and out of the velocity while running, but it’s actually better if you’re willing to research damping because it does really help simulate friction, so you’d be able to set a number for air friction, water friction and different numbers for specific blocks the player collides with, like ice or grass.

I haven’t touched Game Maker in years, so I don’t know if there is just an internal function for handling this, or if you have to code it yourself, but even if you have to code it yourself; it will probably come down to a “lerp” function (Linear interpolation) and looking up something like “frame rate independent damping”. It’s not as complicated as it sounds and it’s super useful because you’ll probably use it in a ton of future projects.

I’m glad you enjoyed testing this game! It’s been a very fun project to work on not only to have fun, but also to try to figure out GML (game maker language).

Indeed it was lerping! My copter enemy already used that for its movement so that is what I just added to the player:

I haven’t posted an updated version yet, but I’ve already added velocity /damping  to an unposted version of the game! The way that my character base was set up made it pretty easy to layer that in. I may also do velocity updates to the bomb dropper flying enemy as it kind of felt jerky as well without it.

The only hurdle that I have been running into with this game overall is some strange behavior with sub pixel rendering. Since this is actually an 180x180 px game with a viewport of 540x540 it doesn’t seem to do well rendering sprites if there are sub pixel values (seems like they end up showing sprites distorted with some pixels looking halved or jittery)


It’s been an ongoing challenge to solve. Tried drawing the sprites rounded to the nearest integer, but that can cause visual issues like the sprite vibrating between two whole number positions if the sprite is actually at a sub pixel value. Also have tried upscaling the application surface to 340x340 from 180x180 to attempt to hide some of those visual issues (since I’m theory the game would be rendered at a higher resolution) and then making the viewport 540x540, but that didn’t seem to fix it. Ultimately I’m trying to avoid having to upscale all of my game assets.


Hopefully I can figure this out.

(+1)

I manage to play your game and it reminds me a little of Super Mario Bros. 2 meets Kirby. I have a few suggestions to make the game different from past platform to make it stand out.  Create a scenario of collecting 50 fruit or vegetable to unlock a key to the next stage with a time limit of 2 to 3 minutes to create the stakes. As for the fruit or vegetable create a different fruit for each stage like an apple, orange , potato, etc.. Also have the player the ability to land on the enemy's head as platform without killing it if the enemy does not have spike or helmet on its head, and double tap the space bar to stomp and defeat the enemy.

I hope these suggestions would help polish you game to which its looks promising. 

(2 edits) (+1)

Thanks so much for playing and for the thoughtful suggestions! I really appreciate the feedback.

I’ve been thinking about collectibles too—my current idea is to have three hidden “special items” in each stage, which would encourage exploration and interaction with the level beyond just reaching the exit. That way players who want more challenge can go for 100% completion.

I totally get the idea of time-based objectives! I was never a big fan of every level being timed, but I do like the thought of having special short challenge stages with a strict timer to add variety and stakes.

As for enemy interaction, you’ve got me thinking more about separating the different attack types. Right now, both stomping and boomerangs can defeat enemies, but I’d like to shift that balance:

  1. Stomping would be required to defeat or damage enemies with health pools.
  2. Boomerangs would mostly stun enemies, maybe knock them back, but not finish them off—making stomps or bombs necessary to land the final blow.
  3. Bombs would be limited but powerful, instantly defeating smaller enemies and heavily damaging larger ones. Using them on a stunned enemy could even trigger a critical hit.

That kind of variety could make each tool feel more distinct and strategic.

Thanks again for taking the time to share your thoughts—it’s been great hearing what people think of the game so far!