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    <title>DEV Community: Amphoteric Studio</title>
    <description>The latest articles on DEV Community by Amphoteric Studio (@amphoteric).</description>
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      <title>DEV Community: Amphoteric Studio</title>
      <link>https://dev.to/amphoteric</link>
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    <item>
      <title>Designing a platformer where you don’t control jumping</title>
      <dc:creator>Amphoteric Studio</dc:creator>
      <pubDate>Mon, 18 May 2026 20:33:16 +0000</pubDate>
      <link>https://dev.to/amphoteric/designing-a-platformer-where-you-dont-control-jumping-1p83</link>
      <guid>https://dev.to/amphoteric/designing-a-platformer-where-you-dont-control-jumping-1p83</guid>
      <description>&lt;p&gt;&lt;a href="https://media2.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.amazonaws.com%2Fuploads%2Farticles%2F8bmops6rhqdgd7bhrplf.jpg" class="article-body-image-wrapper"&gt;&lt;img src="https://media2.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.amazonaws.com%2Fuploads%2Farticles%2F8bmops6rhqdgd7bhrplf.jpg" alt=" " width="800" height="450"&gt;&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;We recently released a 2D precision platformer on Android, built around a simple question:&lt;/p&gt;

&lt;p&gt;What happens if the player doesn't control jumping?&lt;/p&gt;

&lt;p&gt;In most platformers, jumping is the core mechanic. It’s reactive and immediate. You press a button, and you jump.&lt;/p&gt;

&lt;p&gt;In Crom's Escape, the character jumps automatically.&lt;/p&gt;

&lt;p&gt;The player controls only movement, timing, and positioning.&lt;/p&gt;

&lt;h2&gt;
  
  
  Why remove jump control?
&lt;/h2&gt;

&lt;p&gt;The idea was to shift the challenge away from reaction toward consistency.&lt;/p&gt;

&lt;p&gt;Instead of asking:&lt;br&gt;
"Did you press jump at the right moment?"&lt;/p&gt;

&lt;p&gt;the game asks:&lt;br&gt;
"Are you in the right position at the right time?"&lt;/p&gt;

&lt;h2&gt;
  
  
  What this changes
&lt;/h2&gt;

&lt;p&gt;Removing manual jumping changes how levels are built:&lt;/p&gt;

&lt;ul&gt;
&lt;li&gt;Timing becomes predictable but unforgiving
&lt;/li&gt;
&lt;li&gt;Movement becomes the primary skill
&lt;/li&gt;
&lt;li&gt;Small mistakes are amplified
&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;Levels are designed with very low tolerance for error, and failure usually happens quickly.&lt;/p&gt;

&lt;p&gt;This is intentional.&lt;/p&gt;

&lt;p&gt;Fast retries are part of the core loop.&lt;/p&gt;

&lt;h2&gt;
  
  
  What didn’t work
&lt;/h2&gt;

&lt;p&gt;Early versions felt confusing rather than difficult.&lt;/p&gt;

&lt;p&gt;Players tried to jump instinctively.&lt;/p&gt;

&lt;p&gt;So the design had to clearly communicate:&lt;br&gt;
"Jumping is not under your control."&lt;/p&gt;

&lt;h2&gt;
  
  
  The result
&lt;/h2&gt;

&lt;p&gt;The final result is a precision platformer that feels unusual at first but becomes predictable over time.&lt;/p&gt;

&lt;p&gt;It’s not designed to be accessible or relaxing — it’s built around repetition and mastery.&lt;/p&gt;

&lt;h2&gt;
  
  
  Try it
&lt;/h2&gt;

&lt;p&gt;Google Play:&lt;br&gt;
&lt;a href="https://play.google.com/store/apps/details?id=com.amphoteric.cromsescape.game" rel="noopener noreferrer"&gt;https://play.google.com/store/apps/details?id=com.amphoteric.cromsescape.game&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;Trailer:&lt;br&gt;
&lt;a href="https://www.youtube.com/watch?v=TixJBd-r9Ck" rel="noopener noreferrer"&gt;https://www.youtube.com/watch?v=TixJBd-r9Ck&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;We’d be curious how you approach gameplay constraints like this.&lt;/p&gt;

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      <category>gamedev</category>
      <category>indie</category>
      <category>gamedesign</category>
      <category>2d</category>
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