Jello is a passion project of mine that started as a University entrance test. The player would pull a joystick, and let go like a slinky to make the jelly character jump.
Since 2018, I started remaking Jello in Unity, and have not stopped working on it since. First as a side project, graduation project, and eventually leading to me working on Jello for a year full time.
I am very proud of what Jello is today. It released on Steam, and after going through lotcheck, I plan to release it on Nintendo Switch as well.
The core for the jello physics were laid down a long time ago. When I made the first prototype, I didn't know much programming, let alone physics programming. It was my first ever attempt of making a game. As such, I made a lot of mistakes in the physics code, but in all the right ways! For the current version, I optimized and cleaned the physics code, and added a lot of tweaks to make the movement more nice and juicy.
Although it's a project I started myself, I have not been working on it all on my own. Over time, I worked with multiple concept artists to push the look of Jello further, hired one artist as an employee, and outsourced several other tasks for the game.
I've made a one of a kind level editor where anyone can create beautiful scenes in minutes. Using procedural decorations, I make sure that the user has just enough control, but none of the worries of making a level look pretty.