Gemi Games

Indie Games Developer


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Super Lumi Live – New Seasons and Release Date!

season-screenSeasons 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

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Super Lumi Live (You can Double JUMP Reloaded)

title

New Name

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


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You can Double JUMP – Spit and polish

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


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You can Double JUMP v0.4.1 demo out now!

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:You can Double JUMP (0.4.1) 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