Upgrades From Above & Below (Build 0.7.4)


Upgrades From Above & Below (Build 0.7.4)

Just a note: I ended up skipping a devlog for 0.7.3. Sorry about that! I've been updating things in the background (such as some visual branding for the game) but was sick at the time, so I didn't feel like writing a lot for it.

BitJump just leveled up in a big way. This update brings a brand-new airborne enemy, a dynamic hazard system, upgraded burrowing foes, and a fully fleshed-out Level 3 that puts everything to the test. Buckle up — there’s a lot of fun new chaos in here.

🪂 New Enemy Type: Parachute Enemies

A new airborne threat has descended — literally.

What they do:

  • Can spawn as either a regular walker or a jumper enemy

  • Float downward with a swaying parachute animation

  • Can be stomped, boomeranged, or bombed mid-air

  • Destroying them pops both enemy and chute

  • Deal damage if they collide with the player while falling

  • Once they touch down, the chute disappears and the enemy snaps into its normal behavior

These enemies add a great blend of unpredictability, timing, and vertical awareness. You’ll learn to peek upward more often.

🎈 New Hazard: Parachute Spawner

Levels now have a new way to rain trouble from above.

How it works:

  • Only spawns enemies when the spawner is inside the camera’s view

  • Won’t spawn anything if its zone already contains an enemy

  • Drops parachute enemies from the upper section of its bounding box

  • Has a configurable spawn limit (so it doesn’t flood the level forever)

  • Has a cooldown timer that only counts down when the zone is empty, preventing instant respawns

It creates controlled bursts of aerial danger while keeping pacing smooth and intentional.

Updated Enemy: Burrowing Jumper

The burrow enemies received a major upgrade, making them far more expressive and readable.

1. Moving Burrow (original) — now with a warning shake

  • Squash and stretch animation added

  • Crawls left or right underground

  • Stops when it’s time to attack

  • Now shakes left and right during the pre-jump “charging” moment

  • After the enemy launches out, the burrow stops shaking and resumes moving once the jumper returns

This gives players a clear visual cue:
If the ground is shaking, don’t stand above it. Or… do, if you like chaos.

2. Stationary Burrow (new)

  • Stays rooted in place

  • Fires a jumper straight upward

  • Runs on predictable timing

  • Also includes the shake warning, letting players anticipate the jump

  • Each burrow starts with a random initial delay, preventing every one in the room from syncing

Together, these two versions make timing-based platforming feel much more alive and reactive.

🌿 Level 3: Fully Built & Much More Dynamic

Level 3 is finally a completed stage — and now blends every new mechanic:

  • Moving burrow enemies

  • Stationary burrow enemies

  • Parachute enemies falling from above

  • Parachute spawners controlling aerial rhythm

  • A stronger mix of ground threats + sky threats

The result?
A more kinetic, layered, and chaotic mid-world challenge.

🎉 Outro

That’s it for this update! BitJump’s world just became more reactive, more readable, and a whole lot more surprising — especially with enemies literally falling from the sky now.

If you like these additions, stay tuned — more hazards, more levels, and more boss improvements are right around the corner. And of course… more chaos from King Block eventually.

Onward to the next update!

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