Video Devlog #1: Jumping Changes Everything
Nymble 2 Demo » Devlog
I've been wanting to make a proper video devlog for Nymble 2 for a while, and after spending the last couple of days putting it together, it's finally done.
In this video, I break down the game's unique jumping mechanic, explain how the turn-based puzzle system works, and talk about my approach to composing music for each world.
If you'd like to support the project, you can also wishlist Nymble 2 on Steam: https://store.steampowered.com/app/4709520/Nymble_2/
Nymble 2 Demo
Jack reaches new heights in this turn-based puzzle-platformer sequel!
| Status | In development |
| Author | xalezar |
| Genre | Puzzle, Action, Platformer |
| Tags | Cute, Fantasy, Indie, Monsters, Music, Pixel Art, Puzzle-Platformer, Turn-based |
| Languages | English |
More posts
- v0.2.2.5 – boss level stars, solution jingles, sprite update22 days ago
- How Nymble 1 Started (and Why It Still Matters)60 days ago
- v0.2.2.2 – Audio polish, animation tweaks, bug fixes68 days ago
- Steam launch – v0.2.2.0 – new backgrounds, new UI74 days ago
- Piano Arrangement: “Overture” from Nymble 279 days ago
- Nymble 2 is coming to Steam (PC + Mac)89 days ago
- v0.2.1.5 — Fixed star count, graphics glitches97 days ago
- v0.2.1.4 — Firefox crash + lag fix (HTML5 runtime issue)May 05, 2026
- Nymble 2 gets its first editorial coverageMay 04, 2026

Comments
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这很有道理。保留跳跃机制作为主要卖点或许是正确的方向。
如果以后要添加物品或工具,我建议循序渐进地引入,并确保它们能辅助跳跃谜题,而不是与之冲突。目前为止,最棒的地方在于规则简单易懂,同时又为更复杂的组合留出了空间。
Nice devlog. The idea of changing the jump rules in a puzzle-platformer is interesting because it can affect both movement feel and puzzle readability.
One thing I’d watch closely is whether players understand the new jump behavior from the level design itself, without needing too much explanation. If the first few levels teach the rule through safe, obvious setups, the later puzzles can probably get much more creative.
The turn-based puzzle-platformer mix is a strong hook.
Thanks for checking out my devlog. I'm glad the hook is strong.
I've structured the progression so that game mechanics are taught one at a time, without having to read huge walls of text to understand how to play. Give the demo a try and let me know what you think.
I tried the demo for a bit. I don’t usually play many puzzle-platformers, but the difficulty curve felt manageable so far.
I liked that the rules are introduced gradually. I’m curious whether later levels add usable items or tools, or if the challenge mostly comes from combining the jump mechanics in more complex ways.
Glad to hear that about the difficulty, thanks your feedback!
Great question. The jumping mechanic will be the main hook but the game is still being designed and built out, so things like items and tools are certainly a possibility. 😉