Cherry Jumper pixel-art platformer gameplay across a sky biome
Selected work

HAPZ CASE STUDY / HAPZ original — live on Google Play

Cherry Jumper

A pixel-art platformer built and published by HAPZ, with ten hand-built levels across candy, desert, sky and space biomes.

Project At A Glance

Genre
2D platformer
Platform
Android
IP
HAPZ original

The Experience

In a platformer, the jump is the whole game.

Everything else — art, levels, enemies — sits on top of whether the player trusts the jump. Arc, air control and collision have to be consistent enough that a missed jump always feels like the player's fault.

This is a HAPZ original. We own the IP, and the build is live on Google Play — design, code, art pipeline, store submission and updates all in-house.

PROJECT BRIEF

What the project needed, and what we owned.

The problem
A HAPZ original: a pixel-art platformer, where the jump has to feel trustworthy before anything else matters.
HAPZ responsibility
Everything. HAPZ owns the IP — level design, art integration, controls, progression and release.
Technical challenges solved
Jump arc, air control and collision tuned for consistency so a missed jump always reads as the player’s fault; a level pipeline covering ten levels across four biomes; touch controls sized for thumbs.
Platform & technology
Unity · Android
Project status
Released — live on Google Play
Verified result
Published on Google Play and maintained by HAPZ.

WHAT HAPZ DELIVERED

The work we owned on this build.

End-to-end delivery

A HAPZ original taken from concept to Google Play: level design, pixel art integration, controls, progression and release.

Platformer feel

Jump arcs, collision and momentum tuned until movement is predictable — the thing a platformer has to get right before anything else matters.

Level and biome system

Ten levels across distinct biomes, built on a content pipeline that adds a level without engineering work each time.

UnityAndroidHAPZ original IP

FROM THE GAME

Screens from the live build.

Cherry Jumper gameplay screenshot 1
Cherry Jumper gameplay screenshot 2
Cherry Jumper gameplay screenshot 3
Cherry Jumper gameplay screenshot 4
Cherry Jumper gameplay screenshot 5
Cherry Jumper gameplay screenshot 6

Production Conversation

What this kind of game asks of a production team.

01

Movement first

Jump arc and collision tuned before any level was built.

02

Biome variety

Distinct visual themes that change how a level reads without changing how it controls.

03

Touch controls

On-screen controls sized and placed for thumbs, not for a desktop test build.

Bring The Right Context

Building something with a similar production challenge?

Bring the game loop, target platform, current build, or the milestone that is under pressure. We will help you find the most credible next step.