The Making of Jump Ninja, Jump!


I created this game originally for a class at my University. I am a game programmer at the University of Advancing Technology and the class I was taking was based around the idea of rapid prototyping. Each week we are given a new theme and have to create a game within the week. The theme for this game was one button input this means that the player was only allowed to access one input to interact with the game. The first thing I had to decide on with this was whether I wanted the player to have multiple actions they could perform of this button. You may wonder how can a player perform multiple actions with a single button. To that I would say it isn't important because I didn't do it. But if you really want to know I can tell you anyway. One action could be simply pressing the button. I'm sure this is the one you were expecting. While others could be if the button was doubled tapped. Or maybe held down. Then we could do if the button was pressed once then held. The combination of presses and holds are endless. All this with a single button. Ultimately I decided to make a game that only had one action I found that mobile games that are very popular tend to only have 1 action. Think of Flappy Bird. So I needed to think what can be fun as the only action in my game. I went through some ideas but decided to go with jumping. I wanted something that could be endless in the spirit of being a typical mobile game and going for high scores with pretty simple mechanics. I went with a spinning sword idea and the players goal is to jump over the sword repeatedly. This had the potential to be very bland, but I believe I remedied this by having the speed not only speed up, but also have the option of slowing down each time you successfully jump over it. The reason I had this as a possibility because, I didn't want it to become a possibility that an AI could memorize sword pattern and get endlessly high scores. Another reason for this was that I definitely didn't want a single speed for the sword, and I knew I couldn't make the sword constantly get faster because then it would eventually be impossible to jump over it quick enough, due to the length of the jump animation. So the addition of speeding up and slowing down allows for the variety while always being possible to jump over. Even with this addition the game felt like it needed more. I wanted something to make the game more interesting, but due to the theme, I couldn't simply add more actions to the game. So instead I added things that you don't interact with but they instead interact with you the player. Things to take your focus off the sword to make it a little harder to reach those endlessly high scores. After adding those I felt pretty happy with the game, and now I'm simply looking for more feedback on the game. I want to know that other people think about it, and if anything should be changed to make the game more fun.

Files

JumpNinjaJumpBuild.zip 23 MB
Aug 14, 2019

Get Jump Ninja, Jump!

Leave a comment

Log in with itch.io to leave a comment.