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Hopper

Writer: Yitong Hu
Yitong Hu
6 days ago
2 min read

Gameplay Programmer & 2D Artist · Team of Two


Hopper is a 2D puzzle platformer about a frog explorer trapped inside a dangerous underground cave. The player's goal is simple: climb through each level and reach the gate at the top. Along the way, Hopper must navigate platforms, spikes, moving hazards, crossbows, and ghosts while dealing with a central mechanic that constantly changes what can and cannot be seen.


I developed the project as part of a two-person team, leading gameplay programming, UI design, and 2D art and animation, while also contributing to level and system design.




PROJECT INFORMATION


Role: Gameplay Programmer · UI Designer · 2D Artist / Animator

Engine: Unity

Platform: PC

Genre: 2D Platformer · Puzzle

Core Focus: Gameplay Programming · Puzzle Mechanics · UI · 2D Art & Animation



SECOND SIGHT


The core mechanic is Hopper's special ability, Second Sight. By blinking, Hopper switches himself and the environment between blue and yellow states. Objects matching the active color become invisible, meaning the player has to navigate spaces where important platforms or hazards may temporarily disappear from view.


Activating Second Sight triggers a pair of giant eyelids that close across the screen, visually connecting the mechanic to Hopper changing his vision. The ability has a three-second cooldown, communicated through a frog-shaped UI indicator. The ability cannot be used again until the indicator becomes active.



DESIGNING AROUND WHAT THE PLAYER CAN'T SEE


Levels combine static and moving platforms, static and moving spikes, crossbows, arrows, and ghosts.


Because Second Sight changes which objects are visible, players cannot rely entirely on what they currently see. They need to remember layouts, anticipate moving hazards, and decide when switching vision is worth the risk.


The ghost pushes this idea further: it can only be seen while the eyelids are closed, creating a threat that exists outside the player's normal view.


Hopper's exaggerated character proportions also affect traversal. Because his face is much larger than his body, the player can stand on and jump from platform edges using his face, turning the character's visual design into part of the platforming behavior.




 
 
 

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