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 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
It’s been a while since I made a new post and that’s because real life has been consuming my development time like a hungry time lord. So unfortunately it’s also been relatively slow, development wise but it’s not too bad because I did get a few things done for Double Jump and also I started a small game for the Ludum Dare 27 (LD27) game jam called Abandoned but couldn’t finish it in time. Oh well. It was my first attempt at a game jam so at the very least I now know that making a game within the entire lifespan of two mayflies is a lot tougher than I thought. More about that later anyway. First what’s new with Double Jump. Continue reading
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
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.
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.