Our first game has to be fun, easy to play and very catchy. Quite fast, we came up with the idea of a game where the player has to jump from pole to pole, avoiding obstacles, with exciting visual effects and a lot of positive feedbacks. This is how Tricky Gym was born!

Tricky Gym’s logo

Our main focus on this game was to give the player a very positive and exciting experience. It has to be simple to play but hard to master to retain the player’s attention. And mostly, it has to be visually original. A lot to take on for a first game!

We quickly came up with this very efficient and tasty lowpoly design of the game. But about the positive and exciting experience for the player, this is a whole different story! The controls were quite a challenge to overcome, as they had to be easy to play but also challenging and funny.

To fulfill the funny part, we decided to use a ragdoll as a character. The randomness of the movements as the character was moving aroung the poll and jumping were very efficient to make the game pleasant just to watch.

Gameplay preview

However, using ragdoll meant also to use the physic engine to move the player and this was the very tricky part. We tried a lot of different approaches. From the very realistic controls to the fully assisted ones. But everytime something felt not good. The realistic controls were too heavy and difficult and the the assisted ones were too easy and visually glitchy. The amount time spent on the controls was already quite high, and we had nothing ready yet.

We finally came up with a mix between physic-based and assisted controls. The spinning-around-the-pole part would be physic-based and the jumping part would use a ballistic curve algorithm to assist the player in his trajectory. Even though now this seems a totally logical choice, it actually took us some time to find this option.

After a small month of work, we finally released the game and it is now available on iOS in the US.