~ There’s also a Discord channel ~

2025-05-12 - More game polish + AI integration

It was a kinda hectic week. Got caught up with work, but fortunately had some time to add some more polish to the game. Also started working on the AI training integration.

Here’s a summary:

  • Early AI training interface added
  • Basic multi-agent training (experimental)
  • Improved level previews (zoomed out)
  • More level balancing and polish
  • Added “boing” text for bounce pads

2025-05-05 - Polishing the game

This week was all about polishing the game. I’ve flexed my “designer” brain trying to make the game feel better and look better.

Here’s a list of the most interesting things I’ve added:

  • 2 new levels + updated final level
  • New bounce pad mechanic
  • Improved leaderboard & ghost replays
  • Music, sound effects & poof visuals added
  • Editor and UI polish
  • Minor bug fixes and performance tweaks

2025-04-28 - Learderboard improvements and Steam update

I crunched this release like hell, my brain still hurts. But it was totally worth it. Now the leaderboard is a bit more stable (though not perfect - yet). The UI is a bit more cohesive, the level editor works and now there’s mention of the Discord channel.

I can’t wait to work on the next updates, cuz I have some funky ideas in the oven.

Here’s a list of the most interesting things I’ve worked on, as per ChatGPT:

  • New Community Button: Join our Discord easily from the main menu!
  • Level Reworks: Early levels rebalanced (especially 1-11, 1-12) + a new tutorial level for the Spiderman move.
  • Leaderboard Improvements: Added info about score syncing delays and clearer unsynced score warnings.
  • Level Editor Upgrades: Create, edit, and manage custom levels with a new level editor scene and menu.
  • Better Stability: Improved sync between local and server saves + bug fixes and security upgrades.

2025-04-21 – We have working leaderboards babyyy

So the bane of this project has always been: How to make leaderboards actually work. And mainly cuz I’m a choosing beggar, cuz I want to use Steam’s free leaderboards, but like a lot and for everything. Aaaany way … that’s out of the way. I’ve also had a productive weekend and did a lot of updates on the rest of the game refactor. I think I’m past the half way point and after the map editor is ready (again) we’ll have the game back on Steam.

Here’s a list of the most interesting things I’ve worked on, as per ChatGPT:

  • Steam leaderboard integration – you can now compete with other players; scores sync automatically, even handle weird cases like being offline or having local vs Steam mismatches. That’s a big step for any game trying to support real competition.
  • Player ghost system – super cool for speedrunners or anyone trying to improve. Replaying your last run as a ghost gives that “race against yourself” feeling, which is fun and useful.
  • Level select and UI polish – the menus aren’t just there now, they actually do things. Level buttons, previews, functional pause and settings menus — all stuff that makes the game feel finished rather than in dev hell.
  • Level editor improvements – UI updates and bookmarks mockups suggest players might be able to build their own levels down the line, which adds a whole layer of replayability and community stuff.
  • Dissolve blocks + game time + save system – gameplay and progression systems are in place. It’s not just a tech demo anymore — it remembers what you did and throws in new challenges.

2025-04-13 – Final refactor starts here

I’m starting the big refactor! I want the codebase to be clean and easy to work with — especially when people start playtesting and uncovering all the bugs I’ve been pretending don’t exist. Fixing them shouldn’t drain my soul, so I’m setting things up right.

I had a bit more time today, so here’s what I tackled:

  • Improved jump logic – I finally fixed the janky jump. I’d seen this video on better jumps ages ago, and it stuck with me. Glad I finally got around to implementing it.
  • Refactored level editor – In Dragon Jump, every map is stored as a single character string. The code was getting messy, so I cleaned things up and made sure it still behaves as expected.
  • Character reset – Pressing R resets the level, which is super important both for players and for the AI when it gets stuck. This now works properly.
  • Fixed localhost connection – On my Mac, localhost was giving me trouble. Swapping it with 127.0.0.1 did the trick. One of those annoying platform quirks.

I’ll try to keep these updates going weekly — mostly for my own sanity and to stay consistent.