The Floor is Jelly is an indie platformer developed by Ian Snyder, with sound by Disasterpeace (known for his work on Fez), and was released on the PC and Mac on January 30, 2014. It was a finalist in IGF 2012.The Floor is Jelly plays like a typical platformer, where you must guide your character through each level to an exit. What sets this game apart from the others is the fact that the whole world bounces and wobbles like jelly as you traverse through it.The game has a website here, and its own development blog here. You can watch the launch trailer here.The game is available for purchase from the Humble Store.
Ambiguously Human: The protagonist. It's not established if it's actually human, although it's hinted at in the IGF 2012 trailer, as seen in the quote at the top of the page, as well as the presence of furnished houses in the world.
Antepiece: There's no in-game tutorials, so first time players may have trouble getting used to the bouncy jelly physics of the game world. Four screens into the game, a jumping frog shows the player how to bounce high by timing their jumps.
Artistic License - Physics: Furniture would not remain bolted to the floor when the houses they're inside starts wobbling back and forth.
Batman Can Breathe in Space: The Disc One Final Dungeon is set in space, but the protagonist doesn't run into difficulty with breathing. There's even houses built in this environment if you look hard enough before the area starts being eaten away by the game glitching.
Bizarrchitecture: Houses are built on stilts, and violently bounce about back and forth when the ground underneath them shifts. In addition, the layouts of these houses are randomly generated each time you visit the same secret room, which means if you leave the room a house is located in and then immediately return, it will be a different house note but the terminal inside is still counted as the same one when it comes to 100% Completion.
Death Is a Slap on the Wrist: If you fall into an abyss or hit spikes, you'll immediately return to the entrance of the current room, unless you triggered a Checkpoint in certain rooms, such as changing the room's orientation or obtaining a living key.
Disturbed Doves: If there are birds in a tree, they'll fly off if the stretch of ground on which the tree is rooted suddenly jiggles.
Easter Egg: If you're in a house with a clock inside it, it will chime at every quarter hour, according to the computer's clock. Furthermore, each time you enter a secret room with a house, if the house generates a clock, it matches the computer's clock at the time you entered the room, but the house's clock does not update overtime.
Guide Dang It: Some of the locations of the secret rooms houses are found in qualify. One especially cruel location is in the night area where an entrance to one of the secret rooms is hidden offscreen.
Hub Level: The underground caverns acts as a central hub to access the different areas within.
100% Completion: Finding 30 secret houses, or rather, the terminals inside them, unlocks the SET command on them that couldn't be accessed previously note there are actually 31 terminals, but if the last one is found the reward is locked again. This command lets you change how the jelly physics behave by changing the DECAY, POWER and TRANSFER values, similar to the glitchy jelly physics from The Very Definitely Final Dungeon. This does not, however, carry over when returning to the Hub Level, and the new values are not saved either, preventing you from potentially screwing up your save file.
The protagonist has free control over its movements while in midair, and how high it can jump is determined by how much the ground is currently jiggling underneath it.
Alone, the protagonist can't jump very high at all as seen with the jelly physics freezing at the end of The Very Definitely Final Dungeon as well as setting the DECAY value from the 100% Completion reward to zero. For the latter, it's very difficult, if not downright impossible, to explore entire levels without the ground being bouncy.
Last Lousy Point: Finding all 31 houses. There is no indication if you have all of them in a given area, and there's currently no guides avaliable either. This can be especially nasty since...
Lost Forever: Six of the houses can be permanently missed in the Disc One Final Dungeon as the hidden entrances to each of their rooms they're found in are blocked off in the post-glitching versions of the rooms they're located in, and the pre-glitching versions of said rooms are no longer available ever again, not even if you revisit the stage again, leaving you to delete your save file and start over if you missed any of them and you want 100% Completion.
Point of No Return: Entering the portal in the Disc One Final Dungeon. After entering the portal, returning to the Hub Level through either the area's entrance elevator or exit has glitch tendrils grow out of it and pull you into The Very Definitely Final Dungeon. After that point, the rest of the game is on a linear course to the ending credits, and you can't just quit in the middle of it as it drops you back to where you currently were. Thankfully, reopening the game after its completion following the credits puts you back outside the entrance to the Disc One Final Dungeon, allowing you to return to the previous areas again, so it's not necessary to delete the save file and start over.
Rubbery World: The entire game world, with floors and walls bending and bouncing about as the characters such as the protagonist and frogs interact with them. This flexible world also allows for puzzles that wouldn't be possible in a solid and stable world; one notable puzzle very early in the game has your way seemingly blocked by a wall of spikes, you have to bounce up and down next to it and then use the resulting ripples in the ground to pass underneath it.
Scenery Porn: Plenty, with autumn leaves drifting across the screen to fireflies floating around a midnight scene, as well as the glow of sunsets. Also, even background objects such as trees and bushes individually sway around as the ground beneath them bends and warps around.
Time Stands Still: The glitching in The Very Definitely Final Dungeon eventually freezes the physics engine and fish entirely, and even perpetually stalls the background music as well. This is the only time in the entire game the platforms become fully solid and not bouncy.
Bubblegloop Swamp: There's two of them, both of which features water that inexplicably reverses your gravity while submerged.
Slippy-Slidey Ice World: Which oddly enough, doesn't feature slippery ground, but does feature a special gimmick where platforms only become solid while you're touching one.
Bleak Level: One level has a bleaker palette than the others, the music is more sombre, and features clouded-over skies while it constantly rains.
Space Zone: The Disc One Final Dungeon has low gravity, and has no audio other than the ambient music and the glitching noises as the level begins to deteriorate.
Minus World: The Very Definitely Final Dungeon. The background here constantly glitches up, with fish swimming around in mid-air in erratic glitchy patterns, and the jelly physics themselves change to various glitchy behaviours as you make progress.