
PhysicsJam
Charged Jump Challenge Hold down space to charge up your jump—squash, then release to soar! Use the left/right arrow keys to slide around on super slippery surfaces. In Level 1, you’ll learn the basics on a slick platform. Level 2 cranks it up with moving platforms that test your timing, nail your jumps, and make it to the finish! Technical Details Submission Form LinkGitHub Link Lecture Details My game is all about a cool physics-based charged jump mechanic built in Unity. I used Unity’s Physics system to bring it to life with stuff like: OnCollisionEnter2D: to know when you land and reset your jump. AddForce: to give you that big jump when you release, based on how long you charge up. I also played around with Physics Materials to tweak the feel of different surfaces—using low friction for those slippery zones and a high-bounce material in Level 3 for an extra spring in your step. Gameplay Video: Design Details Balance I spent a lot of time tweaking the jump charge and force so that every jump feels just right—powerful but needing good timing. The three levels gradually ramp up the challenge: Level 1 is all about getting comfortable with the basics on a slippery surface; Level 2 adds moving platforms for a timing challenge. Iteration The core idea of charging and releasing a jump went through several rounds of tweaking. At first, the analog jump was super sensitive, especially on slippery surfaces. After plenty of playtesting and adjustments to the charge duration, jump force, and collider sizes, it finally hit that sweet spot where it feels fun and fair. Freshness Mixing a charged jump mechanic with dynamic elements like slippery surfaces, moving platforms, and a bounce zone gives the game a unique twist on the classic platformer. This project pushed me to dive deep into Unity’s physics and level design, and I’m excited to share a gameplay experience that’s both challenging and a lot of fun.
Duand 12 followers· portfolio 9 View creator →