Mobility! is the project I’ve been developing on the side for two years. The project was born out of my love for precision platformers, as well as my dislike for the inaccessible difficulty these games normally have. My goal: allow as many players as possible to enjoy Mobility!
During the course of development I’ve kept up a devlog, making about one post per month detailing new additions or changes to the game. Please refer to the devlog or website for more details on the project.
My focus for this game was for the gameplay to feel fast without being overwhelming. The minimalist graphical style of the game was set up to be able to produce interesting and consistent art as quickly as possible. Thus, the only piece of UI is a timer. The goal of the game is to touch all blocks on the level. If you’re close to reaching this goal, texts saying ‘3 more!’ pop out, giving the player a satisfying ‘Almost done!’ feeling. If the player has already completed the level, it shows the high score and current time relative to the high score. Once it’s bested, the previous score is striked out.
Making precision platformers more accessible was the main reason I started this project. My design choices allow the game to be as accessible as possible, including:
Most games present the difficulty selection before they start gameplay, and can’t change the difficulty during a playthrough. I dislike this, so in Mobility players select their preferred difficulty for each stage, not for the entire game. Players can use this to negate difficulty spikes, or allow them to switch to a higher or lower difficulty level on the fly.
Mobility! was showcased during the Indie Pendant game gathering in Breda, as well as on one of the Network Lunches organized by the Dutch Game Garden.