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J-Jump Arena News

To the moon!

It's Time to Introduce 3 New Weapons!
  • [h2]Kinetic Blaster[/h2]
    A gun that fires an energy bullet that doesn’t deal a whole lot of damage, but pushes the victim with force! Good for pushing out of the map those poor sods who are too busy throwing grenades instead of finding a safer spot.
  • [h2]Quacknator 9001[/h2]
    As deadly as it is adorable! This rubber duckling either grows or explodes at the end of each turn. The bigger it gets, the higher the chance it’ll go BOOM! Dangerous on smaller maps. Oh, and it floats on water, too!
  • [h2]Super Revolver[/h2]
    Extremely rare and works just like a regular revolver with one exception — it does double the damage! Stay alert if someone nearby manages to get their hands on it. And if you’re the lucky one, don’t bloody waste it.


To the Moon!

9 brand new maps are now in the game, and Moon is their theme! The twist? Gravity is lower, bringing a fresh dynamic to gameplay mechanics! Moon-themed maps come with their own fresh, unique music tracks.

New Unlockables!

New sci-fi themed items you can unlock, by winning online games on the Moon maps!

Bug Fixes & Balance Changes

I’ve been hard at work on this update, fixing a lot of smaller issues, making minor adjustments. Here’s a list of the most important ones:
  • Underwater explosions now deal 75% of their normal damage (was 50% before).
  • Mines have bigger trigger areas now, but they’re harder to see (more transparent).
  • Zap Bombs do an extra +5 damage when they explode underwater.
  • Zap Bombs, Sonic Bombs, and Unholy Bombs can’t be damaged by explosions or fire anymore.
  • Dynamite used to have a 3% chance of not exploding after lighting the fuse, but I’ve removed that feature because it was more confusing than fun.
  • If you're on fire and hit by something freezing, the fire goes out, but you won’t freeze. Before, freezing objects did nothing if you were burning.
  • Frost explosions now put out fires.
  • Bots are a little smarter now - they won’t jump off the map as much.
  • Fixed a bug where weapon bubbles would sometimes appear right on top of the player.

Tutorial added to the game!

[h2]Tutorial is now available![/h2]
It's finally here! It probably should have been implemented in the game a while ago, but better late than never, right? This update is especially considerate of newcomers. An NPC named Ralph will now guide players through the basics of J-Jump Arena, so they can be less clueless when jumping into the actual game.



Additionally, completing the tutorial rewards players with a brand new winning pose!

[h2]Other fixes & changes:[/h2]
  • Fixed a bug where, for example, if a player had only one empty weapon slot and jumped into the pickup bubble with two weapons, the bubble wouldn't despawn.
  • Added a sound effect for when the player reaches a checkpoint.
  • The radius of bullet colliders has been slightly increased.
  • The outline parameter of characters' skin material has been adjusted, resulting in fewer visual glitches.
  • Fixed an issue in the settings where the screen resolution change wouldn’t be updated when returning to the settings menu after applying the changes.

Major Gameplay Overhaul!

Hello!

I’ve recently been re-working some core gameplay elements, which led to this update. Here’s a list of what’s new!

[h2]Jumping mechanic re-done![/h2]

Picking where to jump has undergone a complete change. From now on, players will see the entire trajectory of the jump, including where they'll land. This will make it a lot easier for new players to ease into the game, as accidentally falling off the map won't be as common.

[h2]Throwing trajectory![/h2]

Throwing is different as well from now on, as all throwable weapons now have a visible trajectory. This means it's a lot easier to put that molotov exactly where you want it! Trajectory prediction was purposedly not included for the Bazooka, making it a more skill-oriented weapon.

[h2]Pick-ups easier to pick![/h2]

Due to the game's aesthetic, it can sometimes be hard to figure out the exact perspective of where a pick-up is, especially when it's hovering way above the ground. To fix this, a dotted line has been added that goes straight down to indicate its position.

Additionally, when choosing where to jump, if a pick-up is on your jump trajectory, it will be highlighted in green, as shown below:




[h2]Re-worked physics![/h2]
There have been changes made to the character physics to improve gameplay, mostly focusing on reducing bounce and sliding. The most noticeable change is that when characters fall into water, they no longer bounce off, which makes more sense and reduces the chances of players falling off the map.

[h2]Adjusting jump / throw force now changed[/h2]
Previously, players had to hold the left mouse button to adjust the strength of their jump or throw. Now, the strength meter automatically moves back and forth, and all the player needs to do is click the left mouse button at the right moment.

[h2]Angle and strength indicator[/h2]

It’s a small improvement, but there’s now an additional UI element that visualizes the angle and strength of your jump or throw.

That's all!

I’d love to hear your thoughts on the changes, so if you’ve got anything to say, feel free to leave a comment here or start a discussion thread on J-Jump Arena’s Steam community forums!

25 new unlockables!

You can now unlock 25 new items!




[h3]You'll be unlocking stuff for doing the following:[/h3]
  • Win an online duel match on any Canyon map
  • Win an online duel match on any Forest map
  • Win an online duel match on any Swamp map
  • Win an online duel match on any Snowland map
  • Win an online duel match on any Hell map

  • Win an online Last Man Standing match on any Canyon map
  • Win an online Last Man Standing match on any Forest map
  • Win an online Last Man Standing match on any Swamp map
  • Win an online Last Man Standing match on any Snowland map
  • Win an online Last Man Standing match on any Hell map

  • Win an online Deathmatch match on any Canyon map
  • Win an online Deathmatch match on any Forest map
  • Win an online Deathmatch match on any Swamp map
  • Win an online Deathmatch match on any Snowland map
  • Win an online Deathmatch match on any Hell map
The match can be either public or private.

[h3]Gameplay improvements:[/h3]
  • Some waiting times that happen during the turn playing out have been shortened, which results in an overall smoother, more dynamic gameplay experience.

1 vs 1 Duel mode is now in the game!

[h2]Say hello to a brand new 1 vs 1 Duel mode![/h2]
[h3]Let's sum up the update in a few bullet points:[/h3]
  • The new mode is available only when 2 players are in the game.
  • For public games, if it's just 2 people in the lobby, 1 vs 1 Duel will always be one of the three match options available to vote on.
  • 5 new maps have been added for this specific mode. They are symmetrical.
  • The same weapons will spawn on both sides of the maps symmetrically.
  • Every time your opponent is eliminated, you get +1 score.
  • After each elimination, a new round will begin - both players will respawn and the whole stage will reset.
  • The first player to gain score of 3 wins the match. This can be altered in private games.
  • There is no turn limit. Match goes on until one of the players reaches the required score to win.