Gemi Games

Indie Games Developer


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Dev Log #1 – It’s been a short while

New format and social networking

Hello, I hope your doing well.
I’ve been thinking lately about how to organise things a bit here so I’m going to try a new structure for blog posts starting with this one. I’ll split up the posts so that they are more focused and have a tag in the title like Dev Log for general stuff I want to say, Update for new stuff about my current project and a few others as I think of them. This should help keep my posts more concise and easier to document.
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Double Jump gets an early first impressions!

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

Cheers


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IndieDB Page & More Screenshots

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.

Here’s the link to the IndieDB page (or you can navigate using the links in the sidebar) Double JUMP @ IndieDB
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If looks could kill

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


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Double JUMP – Pre alpha Playtest Video

A short play test on most of the more structurally complete levels.

In the video I’m testing out a few different player control variables.  I’ve been tweaking and honing in on as close to perfect player control as I can.  I’ve created 6 snapshots of differing variable sets to flick through in game and I’m playing through each level with each set to eliminate my least favourite one at a time. Continue reading


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Hello!

Hello and thank you for visiting the Gemi Games development blog.  My name is Marios Kalogerou and I’m currently working on a fast-paced pure platformer called You can double JUMP.

The game will be spread across 80+ levels over 5 different areas all set in the bright and colourful world of Gradienta.  It’s scheduled for a late 2013/early 2014 release on PC via Desura and Xbox 360 via XBLIG.

Blurb

You have absolute control of Gigi as he must save his family and his grilfriend from the evil clutches of Lord Leo.  Skillfully navigate each of his menacing monsters and treacherous traps while finding all the hidden secrets and bonus levels.

Standard story really but I have left plenty of room for the imagination which I think is critical to the understanding the incredible depth of the plot 🙂

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