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Dimension Jumper

About

Inspired by Sorcery (1985), Dimension Jumper is a retro-inspired 2D metroidvania where players take on the role of an astronaut exploring various rooms filled with puzzles and enemies. The goal is to navigate the environment, overcome its challenges, and defeat your red counterpart.

Project Info

Role(s):​ Game Developer

Team Size: 1

Timeline: Feb 2016 - Mar 2016

Engine: GameMaker Studio 1.4 (GML)

Tags: 2D, Action, Adventure, Metroidvania, Platformer

Updated: Mar, 2026

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Dimension Jumper was developed as part of my Extended Project Qualification (EPQ) in my final year at Esher College. Drawing inspiration from the Amstrad CPC game Sorcery, players take on the role of an astronaut exploring a series of handcrafted rooms, battling enemies and solving puzzles as they make their way toward the final encounter against their red counterpart.

The project was all about looking at how retro games were made and then trying to use those same techniques to build my own retro-style game. As part of the final submission, I delivered a presentation sharing my research findings, demonstrating the game, and discussing the development process as well as lessons learned along the way.

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As the solo Game Developer and with little to no prior experience in game development, I was responsible for every aspect of the project. I created all of the game’s art using GameMaker Studio’s built-in sprite editor, from astronauts and enemies to environmental props and interactive objects like keys, portals, torches, and lamps.

The game spans 15 rooms across five distinct biomes, each designed to offer its own visual style and gameplay challenges. Next, and with guidance from online resources and YouTube tutorials, I programmed the core mechanics in GameMaker Language (GML). This included player movement and controls, enemy AI, room transitions, shooting, health management, scoring, and puzzle logic.

Once the core systems were in place, I conducted extensive playtesting before presenting the project to the class, where it earned good marks.

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This project was my first real dive into game development. At the time, I was largely teaching myself the fundamentals of different disciplines such as art, design, and programming, with the goal of creating a fully playable game that I could present to the class.

 

Scope quickly became an issue, as my original design was far more ambitious. I eventually reduced the number of planned levels from 30 to around 15 to ensure the project could be completed on time. Much of the design process was driven by rapid ideation and prototyping, and I leaned heavily on Sorcery for inspiration to guide the overall direction.​

Starting Out

If I were giving advice to someone starting their first game project, I’d say pick an idea you’re genuinely excited about, watch your scope carefully, and accept that it won’t be perfect. What really matters is the experience you gain by doing it, because the lessons you learn will be invaluable in shaping you as a developer.

Copyright © 2016 - 2026 by Jack Self. Proudly created with Wix.com. Version 1.5.1.

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