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Dimension Jumper (Unannounced Metroidvania Game)

About

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Dimension Jumper revisits my first-ever game project, inspired by Sorcery, and reimagines it with modern features. The remake introduces four-player local co-op, an expanded narrative with new characters, multiple levels, and an updated UI designed for modern screen resolutions.

Project Info

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Role(s):​ Game Developer

Team Size: 1

Timeline: Jan 2025 - Present

Engine: Unity (C#)

Tags: 2D, Action, Adventure, Local Co-op, Metroidvania

Updated: Mar 2026

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I began this project in January 2025 with the goal of remaking my very first game, Dimension Jumper, with the support of two friends: Carie Ng, a UI/UX designer, and Matt Corben, who is assisting with programming. This time, I'm aiming to create a far more polished version of the original idea, with the long-term goal of eventually releasing the game on Steam.

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The remake expands the original concept in several ways. I’m introducing four-player local co-op, which is something completely new for me, along with more levels and light RPG elements such as interacting with NPCs, basic quests, and boss encounters.

 

Throughout development, I’ve also been studying games that handle these ideas particularly well, such as Castle Crashers (2008) for its multiplayer design, Hollow Knight (2017) for its exploration and world structure, Shovel Knight (2014) for its approach to modern retro design, and DOOM (1993) for its satisfying and repeatable gameplay loop.

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With every project, I try to push myself by experimenting with new ideas or systems so that I’m constantly learning and improving as a developer. The remake is currently in a pre-alpha stage, and while there is still plenty left to develop, I’m hoping to launch a Steam page in the near future alongside a teaser trailer to begin sharing more of the game as it progresses.​​​​​

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As the only developer on the project, I’ve maintained a consistent schedule, managing my tasks through HacknPlan. I’ve implemented the core systems of the game, including the player controller with interaction and combat, enemy AI, including multi-phase boss encounters, local multiplayer for up to four players, room transitions, level structure, and UI. I’ve also begun integrating retro-inspired sound effects to support the game’s overall tone.​ As of April 2026, these systems are still actively being developed and refined, but I’m happy with the direction the project is taking so far.

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The core gameplay loop centres around travelling to different planets, rescuing stranded astronauts, and defeating bosses. This evolved from an earlier idea inspired by Ratchet and Clank (2002), which focused more on narrative-driven exploration and revisiting planets with new abilities.

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The current direction leans more towards an arcade-style structure, inspired by Crash Bandicoot (1996), where players progress through planets within a star system, completing each one to unlock the next. Personal records and replayability are a key focus, with a light narrative tying everything together, although that is not the main priority at this stage.

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This has been a passion project of mine for a long time. I always felt the original idea had potential, but as my first ever game, I didn’t fully execute it the way I wanted to. Now, ten years later, with far more experience, I feel much more confident in bringing that idea to life.

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Some systems have been particularly challenging to implement, especially local co-op. Designing the UI to support multiple players and handling systems like waiting in portals for all players to transition between rooms required careful thought and iteration. Despite these challenges, the game has come a long way, and I’m proud of how it has evolved.

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There were times when I struggled with the overall direction of the project, particularly when I relied too heavily on the design of the original Dimension Jumper. If I were starting again, I would spend more time refining the design early on rather than building directly from the old version.

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That said, I’ve really enjoyed seeing the project grow over time, and I’m excited to continue developing it. I’m hoping to share more updates soon, so feel free to check back and see how it progresses.

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