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GDTV Game Jam 2026 submission.
Theme: Connections

Your companions are lost somewhere in this human town, scared and hiding.
Use your 9th sense to connect with your bubble buddies and reveal them, bubble suspicious NPCs into the sky, and track down every missing friend!

Explore the city and reunite your scattered crew in this cozy bubble‑powered adventure!

FULL GAMEPLAY

TECHNICAL BREAKDOWN

MECHANICS

SHOOTING BUBBLES

After we check if we're on cooldown (bOnCooldown), we then spawn BP_Projectile from a "Muzzle" Scene Component placed infront of our character. From the return value of the Projectile - we get the sphere and add impulse. The impulse is calculated from our pawns forward direction. Then we add sound and a little delay to set bOnCooldown to false.

BUBBLE JUMP

Since bubble jump is unlocked via a in-game mission, we first need to check if we've unlocked this ability via a bool. After this we play a sound and spawn a Bubble actor from our characters mesh location, this spawns automatically under the pawn. To get the feel of actually popping into the air - we launch the character with Z velocity and after a tight delay destroying the bubble actor.

9th SENSE

This is the characters visual ability to be able to spot our companions easy. I could've gone multiple ways with this one but i choose the easy solution based on the tight deadline.
So in short - When we press F, we set a float variable "Weight" to 1 and create a dynamic material instance. Actually this is gonna be a long text let me just show you.

MI.png

So basically, when the ability is activated I switch the companions material to a glowing one, and then turn the materials back to normal and weight to 0 when returning. I'm aware that this isn't the most effective way to do it, but it worked.

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