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Game2026.09.05 · 2 min read

Jumping game devlog #2: Game Over Logic, Juice & Visual Polish

Jumping game devlog #2: Game Over Logic, Juice & Visual Polish
Three of a Climbproject this post belongs toopen project →

In the last update, the goat was essentially immortal. You could step into empty space and keep walking on air. For Devlog #2, the main focus was locking down the actual losing conditions and adding game feel ("juice") to every action.

1. Death Mechanics & Fall Logic

The most critical missing feature was fall detection.

  • Stepping onto a non-existent step now triggers a falling state.
  • The player character drops into the void below, terminating the current run.

2. Game-Over UI & Restart Loop

Once a run ends, the game needs a clean way to reset without breaking the flow:

  • Card Defeat Animation: The player's active card hand swishes off-screen upon death.
  • Centered Score: The score counter animates to the center of the viewport and scales up to highlight your final score.
  • Start/Restart Flow: Added a dedicated restart button alongside a smooth camera transition back to the starting block.

3. Game Feel: Jump Rotation & Particle FX

To make jumping feel snappy and responsive:

  • Mid-Air Tilt: Added procedural pitch and tilt rotation to the goat character model during jumps.
  • Landing Particles: Implemented a subtle dust cloud particle effect on step landings to give impact to each jump.

4. Environment Polish: Stone Textures

To improve visual clarity and depth:

  • Swapped the plain brown pillar bases for detailed low-poly stone step textures.
  • Kept the bright green grass tops to maintain strong contrast between paths and the background void.

What's Coming in Devlog #3?

Now that the complete gameplay loop (start -> play -> die -> restart) is functional, it's time to make reaching high scores much harder:

  • Environmental Traps: Crumbling steps, spikes, and slippery surfaces.
  • Step Diversity: Adding special step tiles with unique gameplay effects.

Follow along on Instagram and YouTube for the next video update!

last edited 2026.09.20
← previousJumping game devlog #1: From a Red Cube to an Infinite Stair Climbernext →Three of a Climb Devlog #3: Hazards, Modular Themes & Official Name Reveal
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