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** BleakLevel: One level has a bleaker palette than the others, the music is more sombre, and features cloudy skies while it constantly rains.

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** BleakLevel: One level has a bleaker palette than the others, the music is more sombre, and features cloudy clouded-over skies while it constantly rains.



** [[spoiler:MinusWorld: TheVeryDefinitelyFinalDungeon. The background here constantly glitches up here with fish swimming around in mid-air in erratic glitchy patterns while the jelly physics themselves change to various glitchy behaviours as you make progress.]]

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** [[spoiler:MinusWorld: TheVeryDefinitelyFinalDungeon. The background here constantly glitches up here up, with fish swimming around in mid-air in erratic glitchy patterns while patterns, and the jelly physics themselves change to various glitchy behaviours as you make progress.]]

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* MoodWhiplash: The DiscOneFinalDungeon. It's set in a strange space-like environment with low gravity and [[NothingIsScarier no signs of life or plants anywhere and no music]], and the entire place is in [[DeliberatelyMonochrome monochrome]] save for [[spoiler:the glitching blocks that appear as you make progress]].

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* MoodWhiplash: The DiscOneFinalDungeon. It's set in a strange space-like environment with low gravity and [[NothingIsScarier no signs of life or plants anywhere and no music]], anywhere]], and the entire place is in [[DeliberatelyMonochrome monochrome]] save for [[spoiler:the glitching blocks that appear as you make progress]].


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* VideoGameSettings:
** GreenHillZone: The opening area, which interestingly has an autumn theme, has several easy rooms to help the player get accustomed to the bouncy jelly physics of the world.
** UndergroundLevel: Also serves as the HubLevel.
** BubblegloopSwamp: There's two of them, both of which features water that inexplicably ''reverses your gravity'' while submerged.
** SlippySlideyIceWorld: Which oddly enough, doesn't feature slippery ground, but does feature a special gimmick where platforms only become solid while you're touching one.
** BleakLevel: One level has a bleaker palette than the others, the music is more sombre, and features cloudy skies while it constantly rains.
** SpaceZone: The DiscOneFinalDungeon has low gravity, and has no audio other than the ambient music [[spoiler:and the glitching noises as the level begins to deteriorate]].
** [[spoiler:MinusWorld: TheVeryDefinitelyFinalDungeon. The background here constantly glitches up here with fish swimming around in mid-air in erratic glitchy patterns while the jelly physics themselves change to various glitchy behaviours as you make progress.]]

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* BatmanCanBreatheInSpace: The DiscOneFinalDungeon 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 [[spoiler:before the area starts being eaten away by the game glitching]].



* JumpPhysics:
** 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 [[spoiler:as seen with the jelly physics freezing at the end of TheVeryDefinitelyFinalDungeon as well as setting the DECAY value from the HundredPercentCompletion reward to zero. For the latter, it's very difficult, if not downright ''impossible'', to explore entire levels without the ground being bouncy]].



* LostForever: Six of the houses can be permanently missed in the DiscOneFinalDungeon as the hidden entrances to each of their rooms they're found in [[spoiler:are blocked off in the post-glitching versions of the rooms they're located in, and the pre-glitching versions of the rooms are no longer available ever again, not even if you revisit the stage again]].

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* LostForever: Six of the houses can be permanently missed in the DiscOneFinalDungeon as the hidden entrances to each of their rooms they're found in [[spoiler:are blocked off in the post-glitching versions of the rooms they're located in, and the pre-glitching versions of the said rooms are no longer available ever again, not even if you revisit the stage again]].again]], leaving you to delete your save file and start over if you missed any of them and you want HundredPercentCompletion.



* NoPlotNoProblem: There's no story given, not even on the game's website or development blog. Just you jumping around in a very bouncy world.

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* NoPlotNoProblem: There's no story given, not even on the game's website or development blog. Just you jumping around in a very ''very'' bouncy world.
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** The HundredPercentCompletion reward only works if you have located exactly 30 houses. If you locate the last one, it gets locked again.


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* HundredPercentCompletion: Finding 30 houses unlocks the SET command on their terminals that couldn't be accessed previously [[note]]there are actually 31 houses, but if the last one is found the reward is locked again[[/note]]. This command lets you [[spoiler:change how the jelly physics behave by changing the DECAY, POWER and TRANSFER values, similar to the glitchy jelly physics from TheVeryDefinitelyFinalDungeon. This does not, however, carry over when returning to the HubLevel, and the new values are not saved either, preventing you from potentially screwing up your save file]].

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* LastLousyPoint: 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.

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* LastLousyPoint: 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...
* LostForever: Six of the houses can be permanently missed in the DiscOneFinalDungeon as the hidden entrances to each of their rooms they're found in [[spoiler:are blocked off in the post-glitching versions of the rooms they're located in, and the pre-glitching versions of the rooms are no longer available ever again, not even if you revisit the stage again]].


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* RemixedLevel: [[spoiler:TheVeryDefinitelyFinalDungeon repeats several rooms from the opening area, which are harder to get through due to the glitching jelly physics]].
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* AmbiguouslyHuman: 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.

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* AmbiguouslyHuman: 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.page, as well as the presence of furnished houses in the world.



* RubberyWorld: The [[UpToEleven entire]] game world, with floors and walls bending and bouncing about as the characters such as the protagonist and frogs interact with them.

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* RubberyWorld: The [[UpToEleven 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.
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* AmbiguouslyHuman: 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.


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* FeaturelessProtagonist: At most, it resembles a tiny blob with legs.
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* [[spoiler:TimeStandsStill: The glitching in TheVeryDefinitelyFinalDungeon 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.]]
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[[caption-width-right:256:A still image really doesn't do this game justice. This ''needs'' to be seen in motion to be belived.]]

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[[caption-width-right:256:A still image really doesn't do this game justice. This ''needs'' to be [[http://i.imgur.com/GnGqR4v.gif seen in motion to be belived.belived]].]]

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* GuideDangIt: Some of the locations of the secret rooms houses are found in qualify. One especially cruel location [[spoiler:is in the night area where an entrance to one of the secret rooms is ''hidden offscreen''.]]



* LastLousyPoint: Finding all 31 houses. There is ''no'' indication if you have all of them in a given area, and there's no guides either.

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* LastLousyPoint: Finding all 31 houses. There is ''no'' indication if you have all of them in a given area, and there's no currently ''no'' guides avaliable either.



* SpikesOfDoom: The dark red spiky blobs appear to serve this role. [[spoiler:Also the glitch blocks in the DiscOneFinalDungeon act like this.]]

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* SpikesOfDoom: The dark red spiky blobs appear to serve serves this role. [[spoiler:Also the glitch blocks in the DiscOneFinalDungeon act like this.]]

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* DeathIsASlapOnTheWrist: If you fall into an abyss or hit spikes, you'll immediately return to the entrance of the current room.

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* DeathIsASlapOnTheWrist: If you fall into an abyss or hit spikes, you'll immediately return to the entrance of the current room.room, unless you triggered a {{Checkpoint}} in certain rooms, such as changing the room's orientation or obtaining a [[LiveItem living key]].


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* ShoutOut: The [[LiveItem living keys]] have large flowing "scarves" similar to those seen in ''VideoGame/{{Journey}}''.
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[[quoteright:256:http://static.tvtropes.org/pmwiki/pub/images/thefloorisjelly_8042.png]]
[[caption-width-right:256:A still image really doesn't do this game justice. This ''needs'' to be seen in motion to be belived.]]
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* {{Antepiece}}: Four screens into the game, a jumping frog shows the player how to bounce high by timing their jumps.

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* {{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.

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* DeathIsASlapOnTheWrist: If you fall into an abyss or hit spikes, you'll immediately return to the entrance of the current room.
* DisturbedDoves: If there are birds in a tree, they'll fly off if the stretch of ground on which the tree is rooted suddenly jiggles.



* DeathIsASlapOnTheWrist: If you fall into an abyss or hit spikes, you'll immediately return to the entrance of the current room.
* DisturbedDoves: If there are birds in a tree, they'll fly off if the stretch of ground on which the tree is rooted suddenly jiggles.


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* LastLousyPoint: Finding all 31 houses. There is ''no'' indication if you have all of them in a given area, and there's no guides either.
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* {{Antepiece}}: Four screens into the game, a jumping frog shows the player how to bounce high by timing their jumps.
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* PointOfNoReturn: Entering the portal in the DiscOneFinalDungeon. [[spoiler:After entering the portal, returning to the HubLevel through either the area's entrance elevator or exit has glitch tendrils grow out of it and pull you into the VeryDefinitelyFinalDungeon.]] 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. [[SubvertedTrope Thankfully]], reopening the game after its completion following the credits puts you back outside the entrance to the DiscOneFinalDungeon, allowing you to return to the previous areas again, so it's not necessary to delete the save file and start over.

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* PointOfNoReturn: Entering the portal in the DiscOneFinalDungeon. [[spoiler:After entering the portal, returning to the HubLevel through either the area's entrance elevator or exit has glitch tendrils grow out of it and pull you into the VeryDefinitelyFinalDungeon.TheVeryDefinitelyFinalDungeon.]] 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. [[SubvertedTrope Thankfully]], reopening the game after its completion following the credits puts you back outside the entrance to the DiscOneFinalDungeon, allowing you to return to the previous areas again, so it's not necessary to delete the save file and start over.
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** In the VeryDefinitelyFinalDungeon, if you backtrack through a window at one point, you'll ''endlessly fall into a BottomlessPit over and over again'' upon re-entering the previous room. It ''is'' possible to escape, but doing so is practically [[LuckBasedMission luck based]] due to [[spoiler:the glitchy jelly physics]].

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** In the VeryDefinitelyFinalDungeon, TheVeryDefinitelyFinalDungeon, if you backtrack through a window at one point, you'll ''endlessly fall into a BottomlessPit over and over again'' upon re-entering the previous room. It ''is'' possible to escape, but doing so is practically [[LuckBasedMission luck based]] due to [[spoiler:the glitchy jelly physics]].

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* ArtisticLicensePhysics: Furniture would ''not'' remain bolted to the floor when the houses they're inside starts wobbling back and forth.



* GameBreakingBug:
** Very rarely, your character may end up getting trapped inside the terrain, leaving you with no choice but to quit the game and restart it again.
** In the VeryDefinitelyFinalDungeon, if you backtrack through a window at one point, you'll ''endlessly fall into a BottomlessPit over and over again'' upon re-entering the previous room. It ''is'' possible to escape, but doing so is practically [[LuckBasedMission luck based]] due to [[spoiler:the glitchy jelly physics]].



* HubLevel: The underground caverns act as central hub to access the different areas within.
* MoodWhiplash: The DiscOneFinalDungeon. It's set in a strange space-like environment with low gravity and [[NothingIsScarier no sign of life anywhere and no music]], and the entire place is in monochrome save for [[spoiler: the glitching blocks that occur as you make progress]].
* NoPlotNoProblem: There's no story given, not even on the Web site or development blog. Just you jumping around in a very bouncy world.

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* HubLevel: The underground caverns act acts as a central hub to access the different areas within.
* MoodWhiplash: The DiscOneFinalDungeon. It's set in a strange space-like environment with low gravity and [[NothingIsScarier no sign signs of life or plants anywhere and no music]], and the entire place is in monochrome [[DeliberatelyMonochrome monochrome]] save for [[spoiler: the [[spoiler:the glitching blocks that occur appear as you make progress]].
* NoPlotNoProblem: There's no story given, not even on the Web site game's website or development blog. Just you jumping around in a very bouncy world.



* PointOfNoReturn: Entering the portal in the DiscOneFinalDungeon. [[spoiler:After entering the portal, going back to the HubLevel through either the area's entrance elevator or exit has glitch tendrils grow out of it and pulls you into the VeryDefinitelyFinalDungeon. 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.]] [[SubvertedTrope Thankfully]], reopening the game after its completion following the credits puts you back outside the entrance to the DiscOneFinalDungeon, so it's not necessary to delete the save file and start over.

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* PointOfNoReturn: Entering the portal in the DiscOneFinalDungeon. [[spoiler:After entering the portal, going back returning to the HubLevel through either the area's entrance elevator or exit has glitch tendrils grow out of it and pulls pull you into the VeryDefinitelyFinalDungeon. VeryDefinitelyFinalDungeon.]] 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.]] were. [[SubvertedTrope Thankfully]], reopening the game after its completion following the credits puts you back outside the entrance to the DiscOneFinalDungeon, allowing you to return to the previous areas again, so it's not necessary to delete the save file and start over.



* TheVeryDefinitelyFinalDungeon: [[spoiler:After returning to the HubLevel from the DiscOneFinalDungeon, glitch tendrils grow out of the elevator you came out of and pulls you into the last stage. This final stage features various different "glitchy" jelly physics throughout.]]

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* TheVeryDefinitelyFinalDungeon: [[spoiler:After returning to the HubLevel from the DiscOneFinalDungeon, glitch tendrils grow grows out of the elevator you came out of and pulls you into the last stage. This final stage features various different "glitchy" jelly physics throughout.]]


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* WrapAround: [[spoiler:Present in the very last room before the credits]].

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It\'s \"website\", not \"Web site\".


The game has a Web site [[http://thefloorisjelly.com/ here]], and its own development blog [[http://thefloorisjelly.tumblr.com/ here]]. You can watch the launch trailer [[http://vimeo.com/83281882 here]].

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The game has a Web site website [[http://thefloorisjelly.com/ here]], and its own development blog [[http://thefloorisjelly.tumblr.com/ here]]. You can watch the launch trailer [[http://vimeo.com/83281882 here]].



* HubLevel: The underground caverns act as central hub to access the different areas within.
* MoodWhiplash: The DiscOneFinalDungeon. It's set in a strange space-like environment with low gravity and [[NothingIsScarier no sign of life anywhere and no music]], and the entire place is in monochrome save for [[spoiler: the glitching blocks that occur as you make progress]].



* PointOfNoReturn: Entering the portal in the DiscOneFinalDungeon. [[spoiler:After entering the portal, going back to the HubLevel through either the area's entrance elevator or exit has glitch tendrils grow out of it and pulls you into the VeryDefinitelyFinalDungeon. 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.]] [[SubvertedTrope Thankfully]], reopening the game after its completion following the credits puts you back outside the entrance to the DiscOneFinalDungeon, so it's not necessary to delete the save file and start over.



* SpikesOfDoom: The dark red spiky blobs appear to serve this role.

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* SpikesOfDoom: The dark red spiky blobs appear to serve this role. [[spoiler:Also the glitch blocks in the DiscOneFinalDungeon act like this.]]
* TheVeryDefinitelyFinalDungeon: [[spoiler:After returning to the HubLevel from the DiscOneFinalDungeon, glitch tendrils grow out of the elevator you came out of and pulls you into the last stage. This final stage features various different "glitchy" jelly physics throughout.]]
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Has a website [[http://thefloorisjelly.com/ here]], and it's own development blog [[http://thefloorisjelly.tumblr.com/ here]]. You can watch the launch trailer [[http://vimeo.com/83281882 here]].

to:

Has The game has a website Web site [[http://thefloorisjelly.com/ here]], and it's its own development blog [[http://thefloorisjelly.tumblr.com/ here]]. You can watch the launch trailer [[http://vimeo.com/83281882 here]].



* {{Bizarrchitecture}}: Houses are built on stilts, and violently bounces about back and forth when the ground underneath them shifts.

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* {{Bizarrchitecture}}: Houses are built on stilts, and violently bounces bounce about back and forth when the ground underneath them shifts.



* FrogsAndToads: A couple are present, and just like with the player character, they interact with the jelly terrain.
* DeathIsASlapOnTheWrist: If you fall into an abyss or hit spikes, you'll immediately return to the room's entrance you entered from.
* DisturbedDoves: If there are birds in a tree, they'll fly off if the stretch of ground the tree is rooted on suddenly jiggles.

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* FrogsAndToads: A couple of amphibians are present, and just like with the player character, they interact with the jelly terrain.
* DeathIsASlapOnTheWrist: If you fall into an abyss or hit spikes, you'll immediately return to the room's entrance you entered from.
of the current room.
* DisturbedDoves: If there are birds in a tree, they'll fly off if the stretch of ground on which the tree is rooted on suddenly jiggles.



* NoPlotNoProblem: There's no story given, not even on the website or development blog. Just you jumping around in a very bouncy world.

to:

* NoPlotNoProblem: There's no story given, not even on the website Web site or development blog. Just you jumping around in a very bouncy world.



* RubberyWorld: The [[UpToEleven entire]] game world, with floors and walls bending and bouncing about as the characters such as the protagonist and frogs interacts with them.

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* RubberyWorld: The [[UpToEleven entire]] game world, with floors and walls bending and bouncing about as the characters such as the protagonist and frogs interacts interact with them.



* WhenItRainsItPours: Even causes the ground to violently jiggle with each splash!

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* WhenItRainsItPours: Even Rain even causes the ground to violently jiggle with each splash!

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''The Floor is Jelly'' is an indie platformer developed by Ian Snyder, with sound by Disasterpeace (known for his work on ''VideoGame/{{Fez}}''), and is releasing on the PC and Mac on January 30, 2014. It was a finalist in IGF 2012.

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''The Floor is Jelly'' is an indie platformer developed by Ian Snyder, with sound by Disasterpeace (known for his work on ''VideoGame/{{Fez}}''), and is releasing was released on the PC and Mac on January 30, 2014. It was a finalist in IGF 2012.



Has a website [[http://thefloorisjelly.com/ here]], and it's own development blog [[http://thefloorisjelly.tumblr.com/ here]]. You can watch the trailer [[http://vimeo.com/83281882 here]].

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Has a website [[http://thefloorisjelly.com/ here]], and it's own development blog [[http://thefloorisjelly.tumblr.com/ here]]. You can watch the launch trailer [[http://vimeo.com/83281882 here]].here]].

The game is available for purchase from the [[https://www.humblebundle.com/store Humble Store]].


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* DeathIsASlapOnTheWrist: If you fall into an abyss or hit spikes, you'll immediately return to the room's entrance you entered from.
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* {{Planimal}}: The catflower. The [[http://thefloorisjelly.tumblr.com/post/27060959329/meet-catflower development blog describes it]] as an "unfortunate species" as it [[CatsHateWater hates rain]] but yet needs to reside in a climate where it constantly rains to survive.
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''The Floor is Jelly'' is an indie platformer developed by Ian Snyder, with sound by Disasterpiece, and is releasing on the PC and Mac on January 30, 2014. It was a finalist in IGF 2012.

to:

''The Floor is Jelly'' is an indie platformer developed by Ian Snyder, with sound by Disasterpiece, Disasterpeace (known for his work on ''VideoGame/{{Fez}}''), and is releasing on the PC and Mac on January 30, 2014. It was a finalist in IGF 2012.
Is there an issue? Send a MessageReason:
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Has a website [[http://thefloorisjelly.com/ here]], and it's own development blog [[http://thefloorisjelly.tumblr.com/ here]]. Watch the trailer [[http://vimeo.com/83281882 here]].

to:

Has a website [[http://thefloorisjelly.com/ here]], and it's own development blog [[http://thefloorisjelly.tumblr.com/ here]]. Watch You can watch the trailer [[http://vimeo.com/83281882 here]].



* {{Bizarrchitecture}}: Houses are built on stilts, and violently bounces about back and forth as the ground underneath them shifts.

to:

* {{Bizarrchitecture}}: Houses are built on stilts, and violently bounces about back and forth as when the ground underneath them shifts.



* SpikesOfDoom: The red spiky blobs appear to serve this role.
* WallJump: The protagonist can climb up walls by jumping up them, similar to the ''VideoGame/MegaManX'', ''VideoGame/MegaManZero'' and ''VideoGame/MegaManZX'' series.

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* SpikesOfDoom: The dark red spiky blobs appear to serve this role.
* WallJump: The protagonist can climb up walls by jumping up them, similar to the ''VideoGame/MegaManX'', ''VideoGame/MegaManZero'' and ''VideoGame/MegaManZX'' series.games.

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* {{Bizarrchitecture}}: Houses are built on stilts, and violently bounces about back and forth as the ground underneath them shifts.



* FrogsAndToads: A couple are present, and just like with the player character, they interact with the jelly terrain.
* DisturbedDoves: If there are birds in a tree, they'll fly off if the stretch of ground the tree is rooted on suddenly jiggles.



* RubberyWorld: The [[UpToEleven entire]] game world, with floors and walls bending and bouncing about as the protagonist interacts with them.

to:

* NoPlotNoProblem: There's no story given, not even on the website or development blog. Just you jumping around in a very bouncy world.
* RubberyWorld: The [[UpToEleven entire]] game world, with floors and walls bending and bouncing about as the characters such as the protagonist and frogs interacts with them.



* WallJump: The protagonist can climb up walls by jumping up them, similar to the ''VideoGame/MegaManX'' series.

to:

* SpikesOfDoom: The red spiky blobs appear to serve this role.
* WallJump: The protagonist can climb up walls by jumping up them, similar to the ''VideoGame/MegaManX'' ''VideoGame/MegaManX'', ''VideoGame/MegaManZero'' and ''VideoGame/MegaManZX'' series.
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''The Floor is Jelly'' is an indie platformer developed by Ian Snyder, with sound by Disasterpiece, and is releasing on the PC and Mac in January 30, 2014. It was a finalist in IGF 2012.

to:

''The Floor is Jelly'' is an indie platformer developed by Ian Snyder, with sound by Disasterpiece, and is releasing on the PC and Mac in on January 30, 2014. It was a finalist in IGF 2012.
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* ExactlyWhatItSaysOnTheTin: ''The Floor is Jelly''? [[GelatinousTrampoline No]] [[RubberyWorld kiddin']].
* GelatinousTrampoline: Played in full force here.

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* ExactlyWhatItSaysOnTheTin: ''The Floor is Jelly''? [[GelatinousTrampoline No]] [[RubberyWorld kiddin']].
As the game's title states, the floor acts like jelly.
* GelatinousTrampoline: Played in full force here.With everything acting like jelly, it's also ''very'' bouncy.



* RubberyWorld: The [[UpToEleven entire]] game world.

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* RubberyWorld: The [[UpToEleven entire]] game world.world, with floors and walls bending and bouncing about as the protagonist interacts with them.

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''The Floor is Jelly'' is an indie platformer developed by Ian Snyder for IGF 2012, with sound by Disasterpiece, and is releasing on the PC and Mac in January 30, 2014.

''The Floor is Jelly'' plays like a typical platformer. You must guide your character through each level to the exit. What sets this game apart from the others is the ''whole world'' you traverse through bounces and wobbles like jelly.

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->''man has poundered some questions since the beginning of time''\\
''such as, "what if the floor was made of jelly?"''
-->--'''[[http://www.youtube.com/watch?v=JsKcXxHzlrQ IGF 2012 Trailer]]'''

''The Floor is Jelly'' is an indie platformer developed by Ian Snyder for IGF 2012, Snyder, with sound by Disasterpiece, and is releasing on the PC and Mac in January 30, 2014.

2014. It was a finalist in IGF 2012.

''The Floor is Jelly'' plays like a typical platformer. You platformer, where you must guide your character through each level to the an exit. What sets this game apart from the others is the fact that the ''whole world'' you traverse through bounces and wobbles like jelly.
jelly as you traverse through it.


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* SceneryPorn: 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.
* WallJump: The protagonist can climb up walls by jumping up them, similar to the ''VideoGame/MegaManX'' series.
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Watch the trailer [[http://vimeo.com/83281882 here]].

to:

Has a website [[http://thefloorisjelly.com/ here]], and it's own development blog [[http://thefloorisjelly.tumblr.com/ here]]. Watch the trailer [[http://vimeo.com/83281882 here]].
Is there an issue? Send a MessageReason:
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''The Floor is Jelly'' is an indie platformer developed by Ian Snyder for IGF 2012, with sound by Disasterpiece, and is releasing on the PC and Mac in January 30, 2014.

''The Floor is Jelly'' plays like a typical platformer. You must guide your character through each level to the exit. What sets this game apart from the others is the ''whole world'' you traverse through bounces and wobbles like jelly.

Watch the trailer [[http://vimeo.com/83281882 here]].
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!!Tropes:

* ExactlyWhatItSaysOnTheTin: ''The Floor is Jelly''? [[GelatinousTrampoline No]] [[RubberyWorld kiddin']].
* GelatinousTrampoline: Played in full force here.
* GravityScrew: Being underwater ''reverses your gravity''.
* RubberyWorld: The [[UpToEleven entire]] game world.
* WhenItRainsItPours: Even causes the ground to violently jiggle with each splash!
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