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dossijeo
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GUMFLOW collides a momentum platformer with the flow of an endless runner and rhythm-action game.
The player has the direct movement, jumping, elastic physics, slopes, loops and momentum management of a speed platformer, but levels are built around maintaining an uninterrupted flow: rapidly reading upcoming hazards, chaining jumps, rebounds and launches, and executing sequences almost rhythmically without losing speed.
The collision becomes most explicit in Endless Flow, where procedural obstacle sequences turn those platforming mechanics into a continuous reaction-and-momentum challenge.
Rather than switching between genres, both are happening at the same time: the platforming provides the movement vocabulary, while the runner/rhythm-action structure determines how that movement is used.
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Engine and tools used?
GUMFLOW is a custom HTML5/JavaScript game using Canvas and Web Audio, with a Tauri wrapper for desktop builds. Development was heavily AI-assisted using OpenAI/ChatGPT for programming, iteration, testing, tooling and generated visual assets. The illustrated world backgrounds and promotional artwork include AI-generated imagery. The adaptive soundtrack uses original supplied music integrated and edited for dynamic playback. GitHub Actions is used for automated testing and packaging
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Comments
This game reminds me of sonic, fire game tho.
That's exactly what I was going for! 😄 GUMFLOW actually started from the idea that there aren't nearly enough games trying to capture that classic Sonic-style sense of speed and momentum nowadays. I'm glad that came through! Thanks for playing! :)
The gum character is a great fit for a momentum platformer, and the colorful Gum Works setting has a lot of personality. I liked the speed meter and the opening movement tips. There is quite a lot of text competing for attention at the start; spacing those hints out could make it easier to focus on the course. Fun concept and a memorable protagonist!
Thanks for the feedback! 😄 You're right about the tips — they're basically impossible to read if you're going through the level at full speed. They were mainly intended as help in case you stop when encountering a new mechanic and aren't sure what to do. But your comment makes me think they might work much better if they only appeared when the player is stopped or moving slowly. That would keep the screen cleaner during fast runs while still providing help when it's actually needed. Thanks for pointing it out! :)
This is Sonic but you are actually a gum. Love speed through those rings ... i mean coins. Not many Sonic game made these days. And also this is so polished. Graphic is top, i really like it. Animation too. If this is a full game i wish it has variety of soundtracks. Also the bosses don't have to be boxes all the time and their weak spot on their chest. Could be on head. Otherwise this is the most polish game i played here. Love the vibe, love the speed. Good job!
Thank you so much! 😄 I'm really glad you enjoyed the speed, visuals and animations — and yes, speeding through those coins, definitely not rings 👀😂
I also really appreciate the constructive feedback. I completely agree that the game needs more soundtrack variety, especially to give the different worlds more personality. And the bosses could definitely use more varied mechanics, designs and weak points instead of following the same pattern each time.
Those are both things I'm sure I'll improve in future versions. Thanks again for playing and for such kind and useful feedback! :)
This was a really well polished game, I enjoyed the speed quite a bit! Like the others, I did notice that most of the levels would be passed quite quickly if I held down d and shift. However, the boss fights were a great addition and made it feel like a fun speed run to the boss room.
Thank you! 😄 I'm glad you enjoyed the speed and the boss fights! The easier main route is somewhat intentional — simply reaching the end is meant to be accessible, while getting all three stars, collecting the coins and reaching the upper routes requires much more control over the momentum. That said, you're definitely not the first person to mention the “hold D + Shift” strategy, so it's useful feedback and something I'll keep in mind when designing levels. I really like your description of it as a speed run to the boss room though! Thanks for playing! :)
GUMFLOW looks lovely and feels very polished! A little more visual and audio feedback could make the action feel even more satisfying. Great work!
Thank you! 😄 I'm really glad you liked the presentation and polish. That's a great point about the feedback too — adding some extra visual effects and more impactful sounds to jumps, pickups, impacts and high-speed moments could make the movement feel much more satisfying. Definitely something worth improving. Thanks for playing! :)
I enjoyed playing through this. Would love to see a version where the movement speed is a bit slower and the levels are a bit more difficult. for the most part I could just hold down the D key and let the level pass me by. The boss fights were a nice touch
Thanks for playing and for the feedback! 😄 The “hold D” thing is actually something I've been thinking about. Reaching the end is intentionally quite accessible, but most of the challenge is in getting all three stars, collecting the coins and reaching the harder upper routes. Doing that forces you to fight the momentum quite a bit instead of just going with the flow.
That said, I think you make a good point about giving the basic route a little more challenge too, so I'll keep that in mind! And I'm glad you liked the boss fights — I wanted them to break up the flow and give each world a proper finale. :)
Gameplay / Core Idea: ⭐⭐⭐⭐
Creativity / Theme Interpretation: ⭐⭐⭐
Polish / Presentation: ⭐⭐⭐⭐
Technical Execution: ⭐⭐⭐
Scope / Completion: ⭐⭐⭐
The movement idea is pretty fun and I like the whole fast gum platformer thing. It looks quite good too and the presentation works well.
My main problem is that it felt a bit too easy and random sometimes. I noticed I could pretty much just hold D and keep jumping and get through a lot without really having to think about the obstacles 😅 I think making the player react more and actually manage the momentum would make it much more fun.
I also didnt really feel the rhythm side that much. I can see what you were going for with keeping the flow going but for me it felt more like a fast platformer/endless runner than rhythm gameplay.
Still a cool little game and I think the base movement has a lot of potential. With some more deliberate obstacle patterns and a bit more challenge it could be really fun :)
If you have some time please check out my game too! Id really appreciate an honest rating and some feedback :)
Thanks a lot for the feedback! 😄 You're absolutely right that you can get through a lot of the game by basically holding D and jumping. That was actually intentional to make simply reaching the end quite accessible.
The challenge is more in how you finish the level. Playing that way will usually leave you with very few coins, only one star, and you'll skip most of the new mechanics introduced along the way. A more competitive run means fighting against the inertia and the flow when necessary, entering the different routes, and trying to reach the higher paths where the stars are without dying in the process.
Your point about the rhythm side is fair too. It's definitely closer to a fast momentum platformer / endless runner than a traditional rhythm game — the “rhythm” is more about maintaining the flow of movement than following a beat.
Thanks again for playing and for the detailed feedback! I'll check out your game too :)