Retro Platformer, or the sardonically named “A Hard Platformer” was a game jam project build over the course of a couple days with a team of 2 programmers.
I build a 2D platformer controller from the ground up, with the remaining various traps and gameplay mechanics split evenly between team members.
The game itself, as the name implies, is a precision platformer with a focus on simple implementation of a limited subset of slick movement mechanics, with a small level featuring a range of obstacles for the player to navigate. It received positive feedback from playtesters and even triggered a mini ad-hoc competition for the fastest time to completion.