Hopframe
Jump Feel Prototype — mobile platformer controls
Service 01

Know how your jump feels
before you build anything else

The Jump Feel Prototype gives your platformer a tested, tuned movement foundation — so you go forward with confidence instead of questions.

What this delivers

A jump worth building on

By the time this work is done, your platformer will have a jump arc and movement system that actually feel right on a phone screen. Not just functional — genuinely enjoyable to play with.

That's the shift this prototype is designed to create: moving from "I think the controls work" to "I know they work." It's a quieter confidence, but it changes how you build everything that follows.

Movement physics that respond well

Jump arc, momentum, and landing — tuned so they interact naturally on touch input.

A test level that proves the feel

A short space designed specifically to put the controls through their paces — so you see what works before committing further.

Room to refine without pressure

The work stays exploratory. You're not locked into anything — just given a solid basis to build from or adjust.

The situation many creators are in

It's hard to build a platformer when the jump doesn't feel right yet

Most platformer projects run into the same wall early on: everything depends on the controls feeling good, but getting the controls to feel good is its own project. Jump height, arc shape, landing weight, momentum on small screens — these aren't simple sliders. They interact in ways that take real time to sort out.

So developers often do one of two things: they ship something that feels a bit off, hoping players won't notice (they will), or they spend weeks tuning numbers in isolation without a proper test environment to check against.

Neither path is comfortable. And it usually means the rest of the game — levels, hazards, pacing — gets built on top of a foundation that was never really confirmed. That's a slow kind of risk.

This service exists for exactly that moment. When you know the feel matters, and you want someone to sort it carefully alongside you.

How we approach it

Focused, careful, unhurried

The Jump Feel Prototype doesn't try to do everything. It does one thing with full attention: builds the movement layer of your platformer until it feels genuinely good to play on a phone.

We start by understanding your vision — the kind of platformer you're making, the feel you're after, whether that's snappy arcade movement or something weightier and more deliberate. Then we work through the physics, tuning values against real touch input until they hold up consistently.

The test level we build isn't decoration. It's a functional space: platforms spaced to stress jump distance, heights that test the arc, gaps that reveal how forgiving (or precise) the controls actually are. When you play it, you know whether the feel is there.

What the work covers

  • Jump physics setup

    Gravity, jump force, and air control — configured for mobile touch and tuned until the arc feels natural.

  • Movement and momentum

    Horizontal speed, deceleration, and the feel of weight — balanced so movement reads clearly to the player.

  • Short test level

    A compact play space built to surface how the controls behave under real platforming conditions.

  • Notes on what was found

    A clear summary of tuning decisions made and anything worth watching as you build further.

Working together

What this actually looks like

01

You share your project

Tell us where the game is — a rough prototype, a concept doc, or somewhere in between. No need to prepare a presentation.

02

We align on the feel you're after

A short conversation about the kind of movement you want — light and snappy, or grounded and deliberate. This shapes everything.

03

Work happens steadily

Physics tuning and level building happen at a careful pace. You'll hear from us when there's something worth showing.

04

You get the prototype and notes

Delivered work plus honest observations about what we found. You take it from there on your own terms.

Investment

Clear scope, clear price

The Jump Feel Prototype is priced at $300 USD. That covers the full scope of the work: physics setup, tuning iteration, the test level, and written notes.

There are no layers of extras or packages to choose from. The price reflects what this specific piece of work costs to do well — no more, no less.

If you'd like to talk through payment timing or have questions about what fits your situation, just mention it when you write to us. We're open to a straightforward conversation about it.

Jump Feel Prototype

Core movement foundation for mobile platformers

$300 USD

Included:

  • Movement physics setup and tuning
  • Jump arc and air control refinement
  • Short test level (playable prototype)
  • Mobile touch input consideration throughout
  • Written notes on decisions and observations
  • Space to ask questions on delivery
How we know it works

Methodology that holds up on mobile

Mobile platformers have real constraints that desktop games don't. Touch latency, varied screen sizes, thumb reach zones — these shape what "feels good" in ways that aren't obvious until you test on the actual platform.

40+

platformer projects touched across mobile platforms

Touch-first

all tuning decisions made with mobile input as the baseline

Iterative

physics values adjusted through repeated play testing, not formula

The test level is the primary measure. When a player can navigate it without friction — without fighting the controls or feeling let down by a jump — that's when we know the work is done. It's a concrete bar, and one we don't hand over the work until we've cleared it ourselves.

Honest commitment

We don't hand over the prototype until the movement actually feels right. That's our internal bar, and it shapes how long we spend on tuning.

If something in the delivered work isn't clear to you, or if you want to talk through what the notes mean for your next steps, that conversation is part of the job. You shouldn't have to figure that out alone.

No-pressure start

You don't have to decide anything today

Writing to us is just a conversation. You tell us about your game, we tell you whether this service seems like the right fit, and neither of us owes the other anything from that exchange.

If the scope or timing doesn't work right now, that's completely fine. We'd rather you start when it makes sense for you than feel pushed into something that doesn't sit right.

The work is here when you're ready. There's no version of this where reaching out costs you anything.

Getting started

Three straightforward steps

Nothing complicated. Just a calm path from here to having a movement foundation you can trust.

Step 01

Write to us

Use the contact form on the homepage. Share where your game is and what you're hoping the jump will feel like. Rough notes are fine.

Step 02

We have a short conversation

We'll confirm the scope fits, talk through what you're building, and set a realistic start. Usually takes one or two messages.

Step 03

Work begins

We start on the prototype at an agreed time. You'll hear from us with updates and have the completed work — plus notes — when it's ready.

Jump Feel Prototype — $300 USD

Start your platformer on solid ground

The controls matter more than almost anything else. Let's sort them carefully, early, so everything you build after rests on something you actually trust.

Get in touch about this service

No obligation. Just a conversation about your game.