JackGoDev @jackgodev.bsky.social · 11/07/2026new boss death effect and platformer stage victory theme 020
JackGoDev @jackgodev.bsky.social · 04/07/2026added water running (theres lower gravity water physics too just trust me bro) 010
JackGoDev @jackgodev.bsky.social · 28/06/2026oops forgot to upload yesterday anyways i implemented some gears 000
JackGoDev @jackgodev.bsky.social · 14/06/2026Added the menu for equipables/gear (ignore the developer art) 000
JackGoDev @jackgodev.bsky.social · 31/05/2026working on a new level end screen with level statistics 020
JackGoDev @jackgodev.bsky.social · 03/05/2026Full layout of level 1-2 and more lenient zip-line hitboxes 010
JackGoDev @jackgodev.bsky.social · 27/04/2026just more nothingburger level design this week so have a song 010
JackGoDev @jackgodev.bsky.social · 19/04/2026Reworked how ziplines work in magnets and made more level 000
JackGoDev @jackgodev.bsky.social · 21/03/2026New 3D world map/level select (all location names, 3d models, and stage graphics are temporary of course) 000
JackGoDev @jackgodev.bsky.social · 01/03/2026Added footstep noises and magnet ambient noise (AKA aeromagnetism ASMR) 041
JackGoDev @jackgodev.bsky.social · 22/02/2026started working on wide tree, and added the fade in/out for the foreground graphic 010
JackGoDev @jackgodev.bsky.social · 08/02/2026All I did was design more level this week so heres some plans i have for stage select: The music is a simple loop but the lead plays the main motif from the stage you are hovering over (example features stages 1 and 2) 020
JackGoDev @jackgodev.bsky.social · 25/01/2026New alternate spring that disables your input briefly so you have more leniency when turning around 000
JackGoDev @jackgodev.bsky.social · 18/01/2026New break point magnet shader ( the final color will be blue to imply that the magnet has the opposite polarity to koiku, and will thus attract him, but the backround is blue soooo) 000
JackGoDev @jackgodev.bsky.social · 11/01/2026messing with more layer switching and rotational magnets in level design 010
JackGoDev @jackgodev.bsky.social · 28/12/2025We've decided (and by that i mean that i just declared) that music for the platformer stages will emulate the style of various retro games. Here is the city platformer theme that mimics the style of Mega Man X. 030
JackGoDev @jackgodev.bsky.social · 21/12/2025New thingy where if you are moving fast and jump off it you go real fast (im really good at game design if you didnt notice) 020
JackGoDev @jackgodev.bsky.social · 14/12/2025The Third Cover youtu.be/rrV-6qdbYwkyoutu.beThe Third Sanctuary (Aeromagnetism Style Cover)YouTube video by JackGo 000
JackGoDev @jackgodev.bsky.social · 07/12/2025Added one way platforms (I know godot has a default option for this but it took SO long with my custom physics) 040
JackGoDev @jackgodev.bsky.social · 30/11/2025"Made more level progress" would not be a particularly interesting game update this week, so I covered Black Knife by Toby Fox in the style of Aeromagnetism. I have many more covers planned for weekly updates so stay tuned. youtu.be/SFou-ifJNNMyoutu.beBlack Knife (Aeromagnetism Style Cover)YouTube video by JackGo 020
JackGoDev @jackgodev.bsky.social · 23/11/2025More SFX, Level assets, and mostly finalized gameplay style 010
JackGoDev @jackgodev.bsky.social · 16/11/2025basic enemy framework (this week was supposed to be a cool 3D model reveal but im too dumb for blender) 010
JackGoDev @jackgodev.bsky.social · 09/11/2025new custom camera system (intro segment as an example) 010
JackGoDev @jackgodev.bsky.social · 02/11/2025youtu.be/Q3Z0W2mxXAs OST TEASR!!!!youtu.beAEROMAGNETISM OST TEASERYouTube video by JackGo 073
JackGoDev @jackgodev.bsky.social · 26/10/2025New triple loop intro for the new 1st level (I WAS SO BUSY THIS WEEK IM SORRY ASKJMN#ERDMNVCM<>) 110
JackGoDev @jackgodev.bsky.social · 19/10/2025New end level sequence (I've yet to think of something cooler than a sign to end the level with) 010
JackGoDev @jackgodev.bsky.social · 12/10/2025sliding down and running off slopes now fully function with magnets. Now that magnet physics are mostly complete, I can start working on cooler stuff (like an ost demo :o) 032
JackGoDev @jackgodev.bsky.social · 05/10/2025Magnets now are mostly omnidirectional and work around circles. 010
JackGoDev @jackgodev.bsky.social · 28/09/2025added grind rails (this will make more sense in context of the level lol) 010
JackGoDev @jackgodev.bsky.social · 21/09/2025added big tree with a cool vine that you can run down (this is very cool) 010
JackGoDev @jackgodev.bsky.social · 14/09/2025Fixed up tilemap to path based terrain collisions and added more level design (sorry this update is lame I was sick this week) 010
JackGoDev @jackgodev.bsky.social · 07/09/2025New magnet rotation and ceiling collision (you stick to ceiling when magnets push you into them) 000
JackGoDev @jackgodev.bsky.social · 30/08/2025New vine-like terrain that can be placed anywhere via a path 2D. (also I really like the song I made for this) 010
JackGoDev @jackgodev.bsky.social · 23/08/2025New intro animation w/ WIP graphics obviously. My dumbass was abt to show off the level select progress but thats spoilers for every single location of the game so heres this. 020
JackGoDev @jackgodev.bsky.social · 17/08/2025New speed effects (purple trail + speed lines) and a speedometer. 010
JackGoDev @jackgodev.bsky.social · 09/08/2025Ground dash thingy to build speed fast and take out grounded enemies. (I have NO idea what the in universe reason koiku can do this is) 020
JackGoDev @jackgodev.bsky.social · 02/08/2025New spike obstacle (will probably be switched to thorns or smth but thats way harder to draw) + more level 020
JackGoDev @jackgodev.bsky.social · 27/07/2025New parallax backround (with placeholder assets lmao) 010
JackGoDev @jackgodev.bsky.social · 19/07/2025uhhhmhm uhhhh new magnet attack without gravity because its my enemy and i hate it 020