Green means its been implemented
Red means its critical and needs to implemented with High Priority
Yellow means medium priority
No Colour means low or no priority.
Player:
- Allow for full control in the air, regardless of speed so that you will be able to precision jumps from a standing-still position, rather than needing to run before jumping.
- Model and Animate new main characters, the Fae and the Feline. (low priority)
- Multiple Character Choice at the start of the game (Pick either the Fairy girl or her feline friend) (low priority)
- Butt-stomp! The player can press direction-key-Down while in the air to execute the buttstomp attack where he will throwhimself at the ground below, and cause a small area-effect-knock/shock effect, effectively blowing crates away from him.
Finance/Scoring System:
- Develop a finance system – Gather X red diamonds = 1 extra life
- model new gemstone for the 250 and 500 point bonus items
- Spawn Gemstones when destroying traps… Minor rewards from breaking crates on traps, major rewards from breaking crates whilst breaking traps.
- Model for the Extra-Life pickup
- Visual Feedback for Bonus items so that when you touch/pick them up, you will see a little visual confirmation of what you just got… (Extra Life has it, but Bonus Gems and all finance transactions need it)
- New bonus types (Undecided… Invincibility for X seconds)
- Count the Gems picked up and when the player has accumulated Gem Points for a total worth of 100, he will be awarded an Extra Life. (Yellow Gems = 1 point, Blue Gems = 5 points, Red Gems = 10 Points)
Enemies & Hazards:
- Wandering enemies that will walk left/right, reverse direction if they hit an obstacle/trigger. and a toggle for wether or not they will reverse at the end of a platform, or continue walking until they fall off of it.
- Hazardpits in the form of metal spikes, fiery Lava, bubbling Acid, the pits will destroy enemies, crates and the player if they make contact with the pits.
- Make a model for Burned out Fire-trap. It will then be instantiated after a trap is removed, so that you can still see the location of the trap but now a burned out version of it.
- model Spiked Pit
Enviroment & Levels:
- Make the 1st level ALOT easier, to allow a more casual introduction to the game, rather than placing Firetraps at every other platform, effectively making it the hardest map of the 3 that are currently in the game.
- Model the new End of Level portal
- Model the Level-Key and place it on the map. It unlocks the end of level portal.
- Model new platforms (1×1 square earth-blocks, 2×1 wooden bridge, ½x1 cloud, ½x½ cloud, 1×2 cloud, ½x½ Mushroom Cluster
- New textures for all crates (Ice Cube, Wooden Crate, Metal Crate)
- Powerup Models will resembled Shrines, so a static shrine where the player taps the power from the shrine and leaves an empty/used shrine.
Raw Uneditted TO DO LIST
- Pick out a new Font for use with the following: Title, Credits, Timer/HUD
- Ability to Unlock New Powers/Powerups.
- End of Level Mechanism. Gather X key-crystals to unlock/open the end of level portal.
- 2nd level, lower the row of gems above the horizontal moving platform.
- After the player dies, make them invulnerable for about 5 seconds.
- Upon Completion of the game, reward the player with a randomly selected Cheat-Code from all of the available codes.

Bump n Drop – in Development
Play the 2D Platformer Demo Game
Tip me on Kongregate
Note for first in Player section: I like the idea, but the player should be able to jump longer, if he’s running, compared to when jumping from walking or standing position
Greetings,
Allison Young told me about this site, and I have to say that I’ve had fun! Keep up the good work and the interesting updates.
I have a few suggestions that might add to the appeal.
$$ At the end of each level:
– add a bonus for remaining time
* add bonuses for record speeds, or times-to-beat (gold medal for 30 seconds, etc)
– have a statistics dataset
for example: player collected 100 / 125 yellow jewels, 3 / 5 red jewels, etc
* add bonuses for collecting all jewels of each type
– add power-ups available for purchase
* stronger rocket packs, low gravity boots, or weapons (and ammunition)
– add a level-score total
$$ For better gameplay:
– add enemies (both destructable and indestructable)
– add weapons & ammunition (for destroying enemies)
– add different types of portals, or jump-gates
– add different types of boxes
* for example: fire box to put in water puddles
– add environmental obstacles
* for example, wind (to push against the character),
* rain, or snow (to make things slippery)
– add more physical obstacles: bigger torches, water puddles, timing puzzles, Lava
– add climbing or descending (ropes, ladders, etc)
– add general power-ups (speed-boost, slow-down, rocket pack fuel, etc)
Again, these are just suggestions, but I’ve had fun giving it a whirl thus far. I can’t wait to see your progress.
Thanks a ton for the feedback Aaron. Some of your points were already things that I had thought about, but not put properly into words yet. You did that very well, thank you
I’m looking forward to showing you guys alot more of what I have in store for the game, and eventually have a finished game with fully functioning menus and snazzy graphics and fun gameplay