Jb
jamacanbacn.bsky.social
Jb
@jamacanbacn.bsky.social
QA tester indie dev and level design
https://jbacn.com
Pinned
Try my RocketJump platformer with source movement mechanics and rocket jump speedrunning

WIP as I teach myself unreal engine while building fun speedurn movement game. The demo is completely free to try and message me any feedback.
store.steampowered.com/app/2082420/...
RocketJump Cascade on Steam
RocketJump Cascade is a speedrunning platformer where you use your trusty rocket launcher to blast your way through mysterious rifts
store.steampowered.com
How it feels using Unreal Engine sometimes 😞 #unrealengine #gamedev
October 17, 2025 at 5:22 AM
If you are using UE definitely give scytheeditor.com a try. Its basically implementing source 2 mechanics into the unreal editor
Scythe Editor - A Modern Level Editor Plugin for Unreal Engine 5
scytheeditor.com
October 14, 2025 at 3:29 AM
@bsky.app heres a bug to fix
October 14, 2025 at 2:54 AM
Thats nuts i just found an embed bug on bluesky #qa
Google
www.google.com
October 14, 2025 at 2:53 AM
Despite best efforts level design is heavily undocumented and done less now than previously to the point where most people that would read this post think Unreal engine and Unity have built in level editors. The built in tools do not facilitate the needs of a level editor
Scythe Editor - A Modern Level Editor Plugin for Unreal Engine 5
scytheeditor.com
October 14, 2025 at 2:52 AM
Nearly done with RocketJump 1.0 just need to refactor the entire player controller to improve a fundamental performance flaw, redo the entire steam integration leaderboard, redo all 12 levels because they suck, adjust the 23 different movement knobs to refine away the stupid floaty feeling, and th
October 8, 2025 at 7:44 AM
so I just setup arch linux...
September 26, 2025 at 7:41 AM
You are driven to fix it all because you broke it in production lmao
July 21, 2025 at 5:48 AM
Broken In Production Driven Development is my new dev plan ☠️
July 21, 2025 at 5:47 AM
I have been working more on my tetridle game where you passively gain pieces to play tetr*s and it includes a rest mode idle mechanic and a path of exile level skill tree.
Spent some time adding the hover piece and unlocking the hold button. Also extending to implement more passive currencies
July 19, 2025 at 9:53 AM
Kingdom hearts 1 is a better platformer than a sonic game
July 19, 2025 at 2:23 AM
At least it’s not black ops 3 all dlc ☠️
July 19, 2025 at 2:20 AM
Extremely ready to speedrun
March 18, 2025 at 5:19 AM
February 28, 2025 at 8:09 AM
I have been flipping back and fourth between integrating levels into my fps speeding game which utilizes trenchbroom + working on my CS2 competitive map cause source 2 is the best map editor I’ve ever used
February 28, 2025 at 8:08 AM
I completely feel the same but I think it’s worthy of just picking something else for the game mechanics because designing a level is also about designing for the mechanics provided. Like make a counterstrike map or a half life map so the constraints and potential mechanics are already determined
February 28, 2025 at 2:50 AM
I just fell to my knees in a Walmart then speedran patreon checkout LFG
January 17, 2025 at 8:39 AM
There are a many games that have to be engineered around the levels like Metroid games. It’s not something you can just make all systems in isolation from the levels it is part of the engineering work. Who cares if your shooting is the best ever but has no where solid to use it in
December 30, 2024 at 6:46 PM
Something I was discussing with a friend is that I think level design is underrated in the sense of it being seen as only a design aspect. You engineer the game and then design the levels but level design to an extent is also engineering just for the spaces you inhabit in the game. It is hella macro
December 30, 2024 at 6:45 PM
My most preferred engine of all time is making a game

My engine still sucks fuck
December 29, 2024 at 2:19 AM
HammUEr dev is the absolute goat and even 6 months later fixed a specific problem with my imported maps that required him to change the format to import doubles. Now I have a ton of backlogged maps that i couldn't import into UE because of crashing that now load perfectly
December 24, 2024 at 7:46 AM
That’s not to say it’s useless but I feel like modern tools mean you can make your prototype visually closer at a much earlier stage. I just mean spending a ton of time putting in prototype textures when you could just start putting in textures earlier on to really feel it out
December 21, 2024 at 4:39 PM
I am starting to reach a point where I think grayboxing might actually just make things take longer. It’s a necessary step in unreal because of its high dependence on bespoke models. If you work in source 2 you can just have a less pretty fully textured wip
December 21, 2024 at 4:37 PM
Yeah I think it’s important to commit to things that truly matter. Which is subjective but I remember wasting a lot of time working on controller support when getting a plugin for it accomplished the goal. I try not to dedicate too much time to things that are not my games fundamental pillars now
December 8, 2024 at 7:02 PM
Time is always an important vector for prioritization IMO. If something being worked on costs a lot of time its always worth evaluating how much time it should cost. In that vein Focus can help reduce costs
Many people consider if they have the money to finish a project but do they have enough time?
December 7, 2024 at 5:41 PM