Seasons in Super Lumi Live are traditionally called worlds in other games. Each Season is generally focused on teaching the player about different aspects of Lumi’s movement, for example the first Season “Grassy Hills”, is essentially a tutorial world ending in a long level to test you on what you’ve learned so far. Grassy Hills will let the player become familiar with the movement while learning the basics of Lumi’s navigational abilities and then by Season 2 they will hopefully be prepared for the “proper ‘ard” levels. Continue reading
It’s been far too long since my last post so here’s a quick-ish one to show you the latest changes. As you can see from the new title logo above, the game has had some radical changes. Two of these changes are a new title and story. You now play as Lumi Live, the stuntman who performs incredible jumps in dangerous arenas for his hit TV show, Super Lumi Live. While the story is mostly unimportant to a pure platformer, I feel the new storyline ties into the new visual theme a lot better than the old story and theme did but I also like it because it’s not the usual “Save the [insert important person here]” trope. Continue reading
Since releasing the v0.4 demo I’ve gotten a lot of great feedback. I’ve recently been busy adding in as many nice little touches as I can and creating a few more levels for your precision platforming pleasure. So, what’s new: Continue reading
The preview demo is a fairly feature complete version of what the final game will be like. It contains 7 normal levels, 2 bonus ones and 1 world map from which the levels are accessed.
Download the v0.4.1 demo here: Continue reading
So, roughly 6 months after I first proposed making one of these, I finally produced a new gameplay video! I kept it short and sweet so it’s a bit more action packed and I should point out that nothing shown in the video is in it’s final state. Actually, two of the levels shown are so bombastically hard that they may not even make it into the final game. See if you can guess which two.
The background music was created by Tim N (timnaudio.com) and is used within the game as the overworld track for world 2. I hope you enjoy the gameplay teaser trailer and I would love to hear what you think!
The guys over at the YouTube channel AffectiveGamers have put together a first impressions of the Double Jump demo and I just wanted to give them a big thank you for the video. Big thank you guys, it was great to watch!
The build shown is a fairly recent one so be sure to check it out to see the new exit and checkpoint system, which is shown on level 4. On a side note, the size of most levels in the finished game will be closer to level 4 than the others in the demo. If you want to find out more about the new changes and other stuff, I go into more detail on a previous post here
I finally feel the game is at a point where it can be shown to the world or at least the users of IndieDB for now 🙂
The approval process for the Double JUMP took a little over 16 hours which was pretty good really. Gemi Games took only 4!!! Some fast working people over there.
Throughout development of Double JUMP, I have been worried that perhaps my game is too similar to another game I love called Super Meat Boy (probably obvious if you’ve seen the video from my previous post Double JUMP – Pre alpha Playtest video).
Anyway, I’m just going to admit it openly because it is clear that my inspiration came from SMB but I’m going to explain some of the ways I think the two are different. Continue reading