01 / The challenge
A platformer lives or dies on feel: jumps must be readable and fair, enemies must pressure the player without cheap hits, and each level has to bring something new.
02 / The approach
Physics-based movement with a variable jump (let go early for a short hop) and melee attacks on a cooldown. Enemies are built from small reusable behaviours (patrol, melee, ranged fireballs) and the levels add arrow, fire and spike traps. A health bar with pickups, checkpoints that respawn the player, a following camera, sound effects and a loading manager tie the four levels together.
03 / The outcome
A playable pre-alpha: four levels from the first jumps to the jungle, credited in game “Younes Ouali × CSI”.

