What do you think about my prototype and concept art?

You’re absolutely right on that. Now, I decided to make a small, single-screen precision platform game for the Kenney Jam 2025 called “Parkour Peril”. Basically, you have a little red player character, and you must dodge traps and enemies (With some enemies you can defeat by simply jumping on them) as long as possible (Which makes your score rack up), while also being able to double-jump, wall-jump, dive dash, and dash. Additionally, to make the game more addictive, the game also has a combo system called “Spark Combos”. These build up as you make use of the player character’s moveset, as it rewards by 100 points for each parkour move you do, and multiplies after, while not touching the ground, and if you touch the ground after making a Spark Combo, the points you got from the Spark Combo will add to your overall score. Also, the game will support local or online co-op with a second playable character (Which is represented blue) and controller support.

So, what do you think of my idea?

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It sounds crazy and fun. But it sounds like a lot of features to include in the game for the Kenney Jam, since you will only have 48 hours to get the game created and submitted. Until the Kenney jam starts you can practice making different games in 2 days. Do your own 2 day jam and whatever is done in 2 days is the final product for that jam, and then start a new 2 day jam with another game.

Breaks are good to refresh and get motivated for your project again. Let’s hope it’s not another project that lays in the graveyard of unfinished projects haha. I know I have a fair share of them unfortunately.

About Parkour Peril, it turns out the Kenney Jam 2025 starts at July 18, 2025, which means that I can’t create my game until then. I feel like I should start slow and then build up my progress, but overall, I don’t have a specific release date on when “An Insect Named Buggie” is going to be released, but I’ll stick with Parkour Peril till then!

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Sorry I haven’t really posted anything in a while, and the reason for that is because I originally wanted to ditch the project entirely, as I realized that building concepts step by step was the main thing I was supposed to do when it comes to prototyping, but I went too carried away and made me thought that my prototype looked sloppy and ugly, but that was only because I was viewing it as a “completed game”, not a prototype, and early test levels are what interests game devs into thinking “What will this game evolve into”, like of how Super Mario Bros. early sketches were basically just squares and rectangles, and Celeste was basically a game jam project before evolving into one of the most critically acclaimed games of all time, and that’s how I want “An Insect Named Buggie” to be (Well, not critically acclaimed, but for some modest and wide recognition).

Unfortunately, I deleted the original project, but thanks to this devlog I’ve been doing for the past couple of days, I can backtrack and found where I left off, thanks to you guys!

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I just added an attack by simply jumping on enemies as well as firing bubbles to trap them. Two attacks in one!, and it was really simple to do. I added a “FlyingEnemy” object to test out my attacks on, and if I wanted to add platforming challenges by jumping on airborne enemies, here it is right here! The events are in the picture below:

I also added a function to where you can drop down platforms by jumping above a jump-thru platform. The way it works is that when you jump up through a “Jump-Thru” platform, it acts as a regular jump-thru platform, but while standing on said platform, and the Down key is pressed while standing on said platform, the platform will disable its behavior as a “Platform” and the character simply falls to the ground, though after a few milliseconds, the Jump-Thru Platform will regain its behavior as a “Platform”, and will only disable its behavior when the player is standing on said platform, and they hit the Down key. The events for the function is right down below:

I haven’t posted anything in a few days, and the reason for that is because I’ve been dealing with some tragic events lately, two days ago was my birthday, and I also wanted to create an entirely new platformer and move “An Insect Named Buggie” to the side for later, but then I also thought that since my core concept was so unique, plus the fact that Buggie can make a cute protagonist, I started back on the project, with a fresh mind, and not overdoing it into making it feel like it’s a lazy effort of a 2D platformer.

Also, this new project I originally had in mind would star a blue blob with gloves who, after a tragic storm, gets whisked away from his home, and wakes up on an island, and now needs to go on an adventure to make his way back home.

Sorry if my message is too long and tedious, because a lot happened during my time off, and I just needed a break for a little while.

Also also, I made some Grass platforms and a Moving Platform in the built-in Piskel editor in GDevelop, so that when I actually start painting my picture once my game has the core mechanics right and feels good to play, I can actually start using my Grass Platforms/Moving Platform right from the get-go. I feel pretty proud in making these, as they have colored outlines to make the game stand out a bit more, but which Grass tilesets do you guys prefer? Grass Platform 1 (with the circles), or Grass Platform 2 (with the zig-zagged lines)?