Update log
Full Jelly Bubble update
The complete published notes, normalized for clean reading and source attribution.
Extracted changes
- Gameplay
- Store
Thank you for opening this post and taking an interest in our game. Before we jump into the devlog, though, let us chat for a moment.
Some of you who have followed our team might have noticed something curious: the types of games we develop can be wildly different. Game development itself can be repetitive at times, but the challenges are endless. When we first started this project, we were honestly a little nervous. It felt like stepping into completely unknown territory.
Building a totally different kind of game from scratch is both exciting and intimidating. But that’s exactly what makes the journey so interesting.
Back in November last year, Jelly Bubble made its first offline appearance at WePlay Game Expo in Shanghai. (Back then, it didn’t even have its current name yet.)
We still remember the nervous moment when we handed a controller to a stranger for the very first time. And we definitely remember the laughter after the first four-player brawl ended. That was the moment we realized our idea might actually work.
Then in late December, we brought the game to G8 Game Expo in Taipei. For several days straight we watched players gather around the same screen. What started as cautious testing often quickly turned into complete chaos, followed by loud accusations like “Hey, you pushed me off!”
Seeing people share that kind of couch-screen chaos was even more fun than we had imagined.
More importantly, we received a lot of honest and valuable feedback. Some players told us which mechanics felt incredibly addictive, while others pointed out where things could be clearer or fairer. Those comments helped guide us when we returned to the development desk.
So here we want to sincerely thank everyone who tried the game and everyone who has supported Jelly Bubble so far. Every piece of feedback you give will leave a mark on future versions of the game.
We’ll keep polishing this jelly-filled world to make it even more chaotic, and even more fun.
Back to the real devblog.
Today we’re going to take a look at everything we’ve built so far. And honestly, there’s quite a lot.
Let’s start with the characters.
In most multiplayer games, the playable characters are either humans of various styles or cute animals. But we couldn’t find a party brawler where the main character is a slime.
So we decided to make one ourselves and let this little jelly monster take center stage.
When designing the game, we focused on three main fronts: core gameplay, theme, and game modes.Today we’ll talk about the core, the real source of fun.
At the heart of the system are two key layers:
the mechanics of the jelly creatures themselves, and the rewards players gain from collecting items that come with mysterious abilities. We’ll dive deeper into those systems in future posts.
Gameplay
So here’s the question:If you were a jelly monster thrown into a strange playground, what would you do?
Soon you might notice something interesting. Bigger jelly monsters tend to feel a lot more confident. So naturally, you might start trying to eat smaller opponents … or simply push them into the water and become the playground’s unofficial boss.
And that’s one of the key joys of the game.
You constantly need to watch your opponents’ size and decide:
Do I fight… or do I run?
Movement Mechanics
Next, let’s talk about how movement works in the game.
Dash
Dash is the
Source
