Blossom Abyss – GGJ 2025
Game-play Programming | Advanced Character Controller | State Systems
Start Date: 2025 (Global Game Jam)
End Date: Completed (Playable Build)
Blossom Abyss is a bubble-themed 2D platformer created in just a few days for a Global Game Jam, developed in collaboration with 2D artist Harli. I led all programming, building what I consider my most advanced 2D player controller system to date — a layered state → sub-state architecture controlling movement, dashing, double jumps, aiming, and player interactions.



Core Systems & Architecture
Designed a modular state/sub-state system to handle player movement, direction, dashing, double jumping, interactivity, and aiming
Built a responsive and fluid player controller centered on the leaf-like flora character and its unique bubble gun mechanic
Integrated the player’s bubble abilities (shooting, charging, resource management) directly into platforming and puzzle challenges




Gameplay & Level Design
Assembled all game levels and mechanics, combining bubble-based puzzles, corrupted flora revival, and boss healing phases
Balanced bubble mana as both an offensive and traversal resource, requiring players to think strategically about conservation and use
Ensured tight game-play feel and clear player feedback, despite the rapid jam development cycle


Art & Collaboration
Worked closely with 2D artist Harli, integrating her hand-drawn assets into the game and aligning visual design with game-play mechanics
Delivered a fully playable, polished jam game with a cohesive art + code vision in just a few days
