Releases: JohnStegmaier/Project-Loop
v1.0.1 Release Hotfix
Due to a weird issue with respawning in the second level, I've made an adjustment to the player's spawn point and re-published the build.
v1.0.0 FIRST RELEASE!
Yes - it's crazy to think of how long it took us to get here but we finally have it, we finally have a release version of our game.
Is it polished?
No.
Is it completed?
Not even close.
Did we have fun making it?
yea I'd say so.
So anyways, here it is - Seconds [in/of] Eternity 1.0.0 - the build we're shipping to the 2025 GMTK Game Jam as our entry.
0.5.0 Release
This is the last release before the content rolls in. With this release, a lot of the new mechanics went into @Low-RAM-Advantage's level such as (but not limited to:
- Charge Shot now does damage to destructible environment
- Jumping is now scaled by how long you hold onto the jump button
- You can dash while standing still
- The teleportation between areas doesn't make the camera jittery anymore / pan across the scene
- There's now a UI with a battery bar that slowly drains as you play the game (more mechanics around this to be implemented)
- Movement and camera tuned on @Low-RAM-Advantage's level to capture the feel we want to go for
- There's now a functioning pause menu that takes you back to the main menu at any given point
“ Give me six hours to chop down a tree and I will spend the first four sharpening the ax.”
- Abraham Lincoln
Overall we've been focusing on building out the functionality we need to make this game run and play the way we want it to. As we creep into the final hours of the Jam though, I think it's time to stop sharpening the metaphorical axe and start cutting down some trees. There's literally a PR waiting for this release to be delivered full of actual game content - we swear. So stay tuned for the next release 😜
v0.1.0 Test Build
Summary
This incremental release is again mainly just for testing gameplay mechanics. This version should be tested with emphasis on the "Play Gabe's Level" on the main menu screen. Clicking just "Play" will play the janky levels that are testing other things such as scoring, scene switching and moving platforms.
We implemented some royalty free sprite art in this version too so it looks prettier than white 2D Polygon shapes:

What's Changed
- Giant PR with base game functionality such as level switching, item collection, UI and Camera by @JohnStegmaier in #4
- Improve Camera Movement + Add Moving Platforms by @JohnStegmaier in #5
- Gabe new scene by @Low-RAM-Advantage in #6
- Fix file structure to move tilesets into their own dedicated folder by @JohnStegmaier in #7
- Added dash with R2 button by @Low-RAM-Advantage in #8
- Added Slide, re-added x velocity cap by @Low-RAM-Advantage in #10
- Add some excitement to the first level by @JohnStegmaier in #9
- Added bolt to Gabe level by @Low-RAM-Advantage in #12
- Add button to launch Gabe's level by @JohnStegmaier in #11
v0.0.1 Pre Alpha Beta Version
FIRST RELEASE
This is a Pre Alpha Beta Version of the game meaning that it's not in some fantastical amazing playable state but instead it's more of a proof of concept - testing things like player movement and jumping mechanics using placeholder assets to gain feedback from a diverse set of highly respectable beta testers.
Please note that while this is still a very early release build of the game, it does support analogue joypads and has been tested using an Xbox controller in addition to keyboard. The control scheme is:
Move Left:
- Left Arrow Key
- A Key
- Left Analogue Stick Left
- Left D-Pad
Move Right:
- Right Arrow Key
- D Key
- Left Analogue Stick Right
- Right D-Pad
Jump:
- Space Bar
- A Button (or Cross on PlayStation controller)
