Rage Jump Launch


Devlog – My Journey Creating 

Rage Jump

 🎮🍎

Hey everyone! 👋

I’m really excited to finally share some details about the development of my game: Rage Jump.

This project started as a small idea—I wanted to make something simple to play, but chaotic, fun, and maybe even a little frustrating (in a good way). I’ve always loved platformers, and I thought: what if I combine precise jumping with teamwork and just enough obstacles to make people rage while laughing with their friends? That’s how Rage Jump was born.

The Concept

The main goal of the game is straightforward:

  • Work together to collect all the apples.
  • Avoid deadly saws waiting to shred your progress.
  • Don’t slip on the slippery grounds that make every step unpredictable.

It sounds easy at first, but once you’re jumping side by side with a friend, you quickly realize coordination is harder than it looks. That’s where the fun (and rage) comes in.

The Challenges I Faced

Working solo on Rage Jump meant I had to handle everything—coding, design, art, and testing. And let me tell you, it was not always smooth sailing.

  1. Physics & Controls

    • I spent countless hours tweaking the jumps. At first, they were too floaty, then too stiff. Getting them to feel “just right” took tons of trial and error.
  2. Multiplayer Sync

    • Making sure players see the same chaos at the same time was one of the toughest parts. Networking issues gave me plenty of headaches, but I managed to get it working so everyone can rage together properly.
  3. Level Design

    • Balancing frustration and fun was tricky. I wanted levels to be challenging but fair. I ended up redesigning several stages before I was happy with how they flowed.
  4. Pixel-Art Style

    • I also created the pixel art myself. Finding a style that felt retro yet colorful enough for today’s players took a few iterations, but I’m proud of where it ended up.

The Hard Work Behind It

This game is the result of long nights, lots of coffee, and more failed jumps than I’d like to admit 😅. I spent hours debugging, testing, and adjusting tiny details until things felt fun and playable. Sometimes progress was slow, but each step brought Rage Jump closer to life.

What’s Next?

Right now, I’m polishing animations, adding variety to the levels, and tightening multiplayer performance. I also want to add more obstacles and mechanics in future updates, so the game keeps surprising players.

Creating Rage Jump on my own has been one of the most challenging and rewarding experiences I’ve had. It’s more than just a platformer—it’s about laughing, failing, retrying, and finally celebrating victory together.

Thanks for following along with my journey—I can’t wait for you all to try it out and rage with me! 🍎⚡

Files

Rage Jump MacOS 94 MB
38 days ago
Rage Jump Windows 73 MB
38 days ago

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