[WIP] Skyjumper - Android and iOS

Thanks Andrea;)

Just thought it would be worth mentioning for the artistic people on this forum that id very much like to have some sort of “character competition” or idea inputs since im planning on having ALOT of them in this game. They are pretty simple, large head, a body and hands, but they move pretty smooth ingame.

Im guessing this is something that works better on our own forums, just letting u drawing guys know thats a plane i have and if the response is large enough later ill have it atleast once a week.

Gameplay video will be up hopefully soon, working on the last touches of the UI to make it schnazzy!

Your art is nothing short of amazing. I’ll be picking this up when it comes out for sure!

problem is i learn so much i just see things i wanna redo, but im fighting that urge…saving it for next game! We are putting togheter a video today, hopefully up by tomorrow so u can see what its all about:)

thanks Jesse!

Hi, I’m the developer of the game, I finished editing a video of the game.

You can now see some gameplay of Sky Jumper.

Any comments ?

Wow, really great. Nice art-style and looking polished! Keep it up!

Your game looks amazing, was a lot of work for sure!

If I where you, I would think about if it is necessary, to show the last decimal place at your timer.
Anyway, great work and absorbing gameplay, when do you plan to release it, looks almost finished?

I think Adrien knows this, its probably just a programmer thing to keep it in there. Well the game offers 72 unlockable characters so ehm…we have a little while to go, and unlockable levels aswell. We are still debating on how to deal with the price of thise, because im not a fan of ingame stores that enables u to spend real money, but it seems nowadays u simply cannot get by without it. If we put that up it will not contain items that change gameplay at all, its all purely estethics. If the game does alright we will start doing things we have on the wishlist like bossfights and new worlds, among other things.

Release id say is within a 6 months period, the game is large and we are only 2 people:P

impressive. I like the style, and the music, wish you the best. keep us updated.

Thanks alot, we will probably post a webplayer with 5 levels so u get a feel for how it works and maybe provide some useful feedback. We are basicly blind at this point, works for us, but u guys might find stuff that could use a tweak or 2

Hey guys :slight_smile:

Your art style is absolutly amazing :)))
I’ll definietly buy it!
Admirable, that you’re only two guys and took the risk, to do that full-time but I’m pretty sure, that it will pay off :wink:

I’m looking forward to seeing more from your game and those awesome artworks :slight_smile:

Thank you!

U will get to playtest a 5 level webplayer on monday/tuesday, hopefully u guys find things we have developed ourselves blind on:P

The Video looks very nice. Wounderful project, good luck with this game.

The animation timing is a bit linear on the jumps. I would create more of an arc with stronger slow ins and slow outs.

Regardless, the game looks fantastic and it will be a huge success for you guys. Congrats and don’t spend all of your money in one place :wink:

Thanks for the reply, can u explain the slow ins and slow outs alittle? Everything helps, im not sure exactly what u mean:)

An example is from 0:48 to :52. He’s spun around the point and is released. The timing of his release, travel along the arc, and landing are all linear with very little acceleration on the release and deceleration at the top of the arc.

When the character spins around the points (hooks?) he also travels in a constant speed. If the character had mass, we would expect him to slow down on the up rotation and accelerate on the down rotation.

This might be a design issue as it might make it harder to players to time their jumps. And personal taste :slight_smile:

Example of what I’m referring to: Rayman Legends, start at 2:24
http://youtu.be/xLl_hO25V9c?t=2m18s

Ah yes it is a good point certainly, but i think it would make traveling upwards to hooks above alittle difficult. We spent ALOT of time rweaking his mass and speed for release and kinda ended up with a “arcade” feel since it worked best. We could certainly give it a try.

We are working on a small webplayer, even tho the game is very much designed for mobile. Good feedback, thanks:)

I just wanted to say this is looking great. I really like the art and game play, it looks like a fun game which I’ll be picking up once released.

thanks you very much. I really hope you will enjoy the game. we put a lot of work into it and there is a lot left to do.

Just letting u ladies and gentlemen know that today we post a webplayer with 6 levels, just to let u feel the dizziness of spinning around really fast and never getting that jump right. Don’t worry, we don’t WANT everyone to complete the game:P

sadly i’ll have to post it in the second post, Aurore told me the OP is bugged and cant be edited, so look for the webplayer there within a couple hours (im at my dayjob yet YAAAAAAY!!!)

Alright! After fighting with webplayer for something im sure can be called HOURS, its now up and semi working. Theres 6 levels total to give u a quick taste of whats to come. Theres almost no “decor” or polish and we havent out in all the small SFX’s and goodies but u know…its a WIP, we are excused automatically.

Give it a whirl and let us know, the lnk is located in post 2 since my OP is bugged.

Oh and HERE if u want!

http://nordicpixel.com/demo/SkyJumper_Webplayer/SkyJumper_Webplayer.html