top of page

Jump and Solve

Software Used: ​ Unreal 5, Microsoft Word, Piskel

Genre: Puzzle Platformer

Referenced Games: Human Fall Flat, Crash Bandicoot, Streets of Rage 4

Download Executable

WINWORD_bw6ba7G5i4.png
WINWORD_2NhPBwgKF0.png

Overview

  • Solo puzzle platformer focused on simple interaction-based challenges.

  • Core mechanics include button pressing, box pushing, pressure plates, and respawn logic.

  • Puzzle design was inspired by Human Fall Flat.

  • Bonus tokens and slide movement were influenced by Crash Bandicoot.

  • Combat was included but kept secondary to the puzzle-platforming focus.

Design Focus

  • Designed puzzles around buttons, pressure plates, crates, and doors.

  • Used respawn mechanics to recover boxes if they fell out of bounds.

  • Included optional collectibles through bonus tokens.

  • Added light combat using a basic attack, charged heavy attack, and AOE star attack.

  • Prioritised puzzle solving over combat complexity.

Pressure Plate Flowchart.webp

Implementation

  • Built Blueprint Interfaces for buttons, pressure plates, and pickups.

  • Used inheritance for pickup types and button functions.

  • Created UI elements for the Main Menu, Pause Menu, Level Complete screen, and HUD.

  • Displayed player stats including death count, clear time, coins, stars, stamina, lives, keys, and bonus tokens.

  • Developed a Progress Manager for checkpoints, respawning, and status updates.

  • Created a player character with Mixamo animations, including a death animation.

  • Built two Game Modes: one for gameplay progression and one for the Main Menu.

  • Set up a Game Instance to carry data such as health, lives, and pickups across levels.

Problems Solved

  • Fixed infinite air sliding by checking whether the player was airborne.

  • Added a cooldown to stop slide spamming.

  • Used flowcharts to map pressure plate and door logic.

  • Added Boolean checks to track whether the player or crate was on a plate.

  • Placed small invisible cubes under crates to make movement smoother and prevent sticking.

  • Improved combat animation transitions by handling attack and stance montages directly in the character Blueprint.

Changes and Cut Features

  • Reworked the bonus round so it became part of the main level instead of a separate level.

  • Cut a second character with limited jumping and bullet-shooting due to scope.

  • Removed planned features such as a three-hit combo, platform-tilting mechanic, visible enemy health bars, and pressure-plate moving platforms.

  • Kept the final scope focused on the main puzzle-platforming loop.

Reflection

  • The project helped me practise Blueprint communication, UI tracking, and puzzle logic.

  • The biggest design lesson was keeping puzzle systems readable and avoiding unnecessary feature creep.

bottom of page