We recently released a 2D precision platformer on Android, built around a simple question:
What happens if the player doesn't control jumping?
In most platformers, jumping is the core mechanic. Itโs reactive and immediate. You press a button, and you jump.
In Crom's Escape, the character jumps automatically.
The player controls only movement, timing, and positioning.
Why remove jump control?
The idea was to shift the challenge away from reaction toward consistency.
Instead of asking:
"Did you press jump at the right moment?"
the game asks:
"Are you in the right position at the right time?"
What this changes
Removing manual jumping changes how levels are built:
- Timing becomes predictable but unforgiving
- Movement becomes the primary skill
- Small mistakes are amplified
Levels are designed with very low tolerance for error, and failure usually happens quickly.
This is intentional.
Fast retries are part of the core loop.
What didnโt work
Early versions felt confusing rather than difficult.
Players tried to jump instinctively.
So the design had to clearly communicate:
"Jumping is not under your control."
The result
The final result is a precision platformer that feels unusual at first but becomes predictable over time.
Itโs not designed to be accessible or relaxing โ itโs built around repetition and mastery.
Try it
Google Play:
https://play.google.com/store/apps/details?id=com.amphoteric.cromsescape.game
Trailer:
https://www.youtube.com/watch?v=TixJBd-r9Ck
Weโd be curious how you approach gameplay constraints like this.
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