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Follow-up polish work for examples/platformer ("Jungle Adventure"), tracked as one issue since these are all smaller, independent items rather than a single feature.
New sound effects - currently reuses generic/reused sounds from other examples (jump.wav/stomp.wav from pong's hit.wav, coin.wav from the shared score.wav, die.wav from the scaffold template) - get dedicated sounds for jump, coin pickup, enemy stomp, and player death.
Proper enemy sprite - Enemy currently renders as a flat red DrawableRectangle placeholder, no sprite/animation.
Make text more readable - a first sizing pass already landed (font sizes bumped, layout re-checked against title-safe margins), but the win panel wasn't independently verified on-device and a couple of gaps were called out as tight - worth a fresh look with actual gameplay/art in place, not just isolated screenshots.
Enable gamepad - analog-stick/gamepad input support already exists at the BGE.Controller.ControlMap level (bound alongside the Roku remote d-pad), but hasn't had real hands-on verification with an actual connected gamepad/controller, only the remote.
Add more levels - currently one level; the original design scope (issue Add an examples/platformer (side-scrolling, gravity + jumping) #62) anticipated "maybe two." Needs a simple level-index/progression mechanism (Goal advances to the next level instead of triggering the win screen until the last one) plus increasing difficulty (more enemies, longer gaps, tighter one-way-platform timing).
Add soundtrack/music - no background music currently.
Get "goal" artwork - Goal currently renders as a flat blue DrawableRectangle placeholder, no dedicated sprite.
Stretch goal:
Vine swinging mechanic - a new movement ability, bigger scope than the rest of this list, evaluate separately once the core polish above is done.
See specs/2026-09-05-platformer-example-design.md / specs/2026-09-05-platformer-example-plan.md for the original build's design/plan context.
Follow-up polish work for
examples/platformer("Jungle Adventure"), tracked as one issue since these are all smaller, independent items rather than a single feature.jump.wav/stomp.wavfrompong'shit.wav,coin.wavfrom the sharedscore.wav,die.wavfrom the scaffold template) - get dedicated sounds for jump, coin pickup, enemy stomp, and player death.Enemycurrently renders as a flat redDrawableRectangleplaceholder, no sprite/animation.BGE.Controller.ControlMaplevel (bound alongside the Roku remote d-pad), but hasn't had real hands-on verification with an actual connected gamepad/controller, only the remote.Goaladvances to the next level instead of triggering the win screen until the last one) plus increasing difficulty (more enemies, longer gaps, tighter one-way-platform timing).Goalcurrently renders as a flat blueDrawableRectangleplaceholder, no dedicated sprite.Stretch goal:
See
specs/2026-09-05-platformer-example-design.md/specs/2026-09-05-platformer-example-plan.mdfor the original build's design/plan context.