A downloadable game

What Went Right

Core Gameplay Mechanics
A major success was the implementation of the core mechanics: running, jumping, and combat. Movement felt fluid, and enemy encounters provided satisfying feedback without overwhelming the player. The gameplay struck a strong balance between accessibility and challenge, giving players room to learn while still testing their reflexes.

Coin Collection & Scoring System
The coin collection and scoring system reinforced exploration and performance. By rewarding players for both defeating enemies and collecting coins, the game introduced a compelling reason to engage with every part of each level. Tying the score to the extra life system created a rewarding gameplay loop and encouraged replayability.

Double Jump Orb Power-Up
The Double Jump Orb added an extra layer of verticality and strategy. It empowered players to reach new areas and created opportunities for more dynamic level design. This power-up helped evolve the platforming experience beyond the basic jump mechanic and served as a satisfying milestone within a level.

Extra Life System
Awarding an extra life for every 100 coins collected proved to be an effective incentive. It encouraged players to explore levels thoroughly, reduced frustration during later challenges, and reinforced the coin collection mechanic as meaningful beyond just points.

What Went Wrong

Difficulty Balancing Across Levels
Early level design was overly simplistic, while later stages spiked in difficulty. This created a pacing issue where new players were underprepared for advanced challenges. Iterative playtesting helped, but earlier alignment between level design and difficulty scaling would have created a smoother learning curve.

Enemy AI and Collision Detection
Enemy behavior and collision detection presented stability issues. Some enemies acted unpredictably, and certain platforms caused the player to become stuck. These bugs required refinement in AI logic and physics handling, taking more development time than expected.

Limited Power-Up Variety
While the Double Jump Orb was well-received, the overall variety of power-ups was limited. Players expressed interest in more abilities, such as invincibility or coin-attracting mechanics. Expanding this system would add gameplay depth and replayability in future iterations.

Conclusion

Forest Run was a rewarding project that deepened my understanding of core gameplay design, player progression, and polish. The process highlighted the importance of difficulty pacing, AI stability, and mechanical variety. Looking ahead, I plan to build on this foundation by expanding the power-up system, refining level progression, and continuing to test for balance and player satisfaction. This project has reinforced my passion for crafting engaging platformers and honed my ability to blend mechanics with player-centric design.

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ForestRun.zip 476 MB

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