Bumpjumpers

The world has two walls, one on the left side and one on the right side. These are rocky walls, irregular, filled with special spots or tiles or little balconies.

Players try to move up as quickly as possible.

How? They can only stick to the side of a wall and press a button to jump off.

So, in a way, everyone is zigzagging their way to the top.

Objective

Be the first to reach the top.

Map

IDEA => To keep people on the same screen: divide the world into sections. When you reach the top of a section, you have to wait until others catch up. (Or a timer runs out.)

Then the next section starts. The better your time, the more advantages you get here.

For example, you were the first to reach the top in the last section. This section your jump becomes more powerful. Or you get a slight headstart.

IDEA => For obvious variation and stuff: there can also be walls/plateaus/stuff in the middle. In fact, this happens very regularly, and these can have powerups or trampolines or anything helpful. (It also prevents people from jumping and just falling all the time.)

Input

Controller: Aim with joystick, hold button to power up, release to jump.

Keyboard: Aim with left/right keys, button is up/down

Touchscreen: You get your own little joystick. Press, aim, release makes it jump. (So we don’t need an extra button.)

Modes

IDEA => Chaos Mode: You can only power up and release, aiming is done randomly by the computer.

IDEA => Death Mode: Usually, falling down just means you restart from a lower position. In this mode, lava is slowly rising, and falling into it just kills you. (Until the next section starts, in which you’ll get a penalty of some sort.)

Powerup/Penalty Idea: Restrict jump angles (or jump power), so you need to be creative and try something else than you planned.

Powerup/Penalty Idea: Larger/Smaller glue area for sticking to the walls.