See it running
The short version
- Fast, skip-heavy platformer with light shooting, built for Brackeys Game Jam 2025.2 by a team of 3.
- My role: keep the build stable (bug fixes) and ship production art so movement feel landed.
- Movement is momentum-based and responsive.
- Lesson: nailing one system (here, platforming feel) matters more than breadth in a 1-week jam.
- Playable on itch.io.
What it does
- Platforming with skip and speedrun mechanics
- Light shooting gameplay
- Built for Brackeys Game Jam 2025.2 by a team of 3
The thought
Biscuit Zone is a fast, skip-heavy platformer with a bit of shooting, built for Brackeys Game Jam 2025.2. The bet was that nailing one system, movement feel, would carry the whole jam entry.
Mechanics
Movement-first platforming built around skips and speedrun tech, responsive and momentum-based, with a little shooting on top. The goal was feel.
Systems
A compact jam-scale loop: hand-built levels, a skip/shoot toolkit, and just enough feedback (timing, hits, flow) to make speedrunning legible.
Under the hood
A Godot project with art authored in Aseprite, built by a 3-person team. My role was mostly art production, with supporting bug fixes throughout the jam to keep the prototype standing.
My role on the team
Kept the jam prototype standing — bug fixes throughout the week — and produced the bulk of the in-game art so the platforming read at a glance.
What I would do differently
Nailing one system, here platforming responsiveness, matters more than breadth in a one-week jam, and strong art direction early is what makes that system land. I would protect movement feel first and trim scope everywhere else.