Planet-Hopper
GENRE: 2D platformer
TYPE: Game JAM (Micro JAM 016)
THEME: Space + Resources are limited
ENGINE: Godot
TOOLS: AutoCAD, Photoshop, Aseprite, FL Studio
TEAM SIZE: 5 people
TIME TO COMPLETE: 48 hours
ROLE: Game Designer / Level Designer / Team Coordination
In Planet-Hopper, players embody space explorers traveling from planet to planet across 15 progressively challenging levels, racing to reach outer space before a nearby star goes supernova. On each world, they must gather fuel, rescue survivors, and avoid alien threats before hopping to the next planet.
Levels overview
My roles
- Project management: Coordination of a team of 5 people (in different time zones)
- Game design: Development of core game concept, mechanics and design vision. Creation of GDD.
- Level design: Design and implementation (in Godot) of all of the levels. Swapping place-holders for final assets.
- Narrative design: Creation of the game’s narrative and characters backstories.
Scope management
- Prioritized a complete playable loop over extra levels and meta-progression.
- Cut planned level randomization and additional planets to keep the 48h scope realistic.
- Focused the final build on readable progression, escalating challenge, and a finished playable experience.
Team
Programmers: Bogdan Travin (tg: @i_fatjun), Nikit Piskunov
Designer: Eneko Aramendía
2D Artist: Dariya Shangitbaeva (tg: @i_dartista)
Sound and music: Layla
Outcome
The game was completed and published on itch.io within the 48-hour jam deadline. The project helped me practice fast scoping, team coordination, and level progression design under severe time constraints.



