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Amphoteric Studio

Indie game studio exploring constraint-based game design.

Recently released "Crom's Escape", a high-difficulty platformer where jumping is automatic, shifting gameplay to timing and positioning.


I removed jumping from a platformer and it changed how people play

We’ve been experimenting with a constraint-based idea:

a platformer where the player can't control the jump.

The character jumps automatically at edges, so the challenge shifts entirely to timing and positioning.

This changed player behavior more than expected:
- less reacting, more predicting
- movement feels more like rhythm
- level design carries the difficulty

We recently released this as a small Android game ("Crom's Escape") on Google Play.

Curious what others think:
Does removing a core mechanic like jumping still feel like a platformer?