Boing!
A 2D/3D platformer made in Unreal Engine. Features camera switching, power-ups, animated enemies, and classic platforming mechanics.
Overview
Boing! is a 2D/3D platformer made in Unreal Engine that combines side-scrolling and third-person camera views. It challenges players with classic platforming mechanics, dynamic camera switching, and various power-ups. The game features enemies, hazards, and diverse level designs to create an engaging and varied gameplay experience.
Gameplay Walkthrough
A short run through the full demo level, showcasing all core mechanics, camera transitions, and a full gameplay loop from start to finish.
Gameplay Concept
Boing! mixes 2D and 3D platforming by dynamically switching the camera between side-scrolling and third-person views. It creates a more varied gameplay flow while sticking to classic mechanics.
The goal is simple: collect 12 stars, avoid hazards, and make smart use of power-ups like Grow and Shrink to reach new areas or bypass threats.
Enemies & Power-ups
The enemies follow basic behavior logic: patrolling, chasing, or shooting. You can stomp them Mario-style or avoid them completely. It is simple but works well in the context of short levels. Power-ups include sprinting, double jumping, gliding, growing, and shrinking. For example, you can Ground Pound boxes to break them and collect the stars inside. Setting up these mechanics with visual scripting was a valuable learning experience.
Levels & Mechanics
The level includes moving platforms, water hazards, ice surfaces, checkpoints, bounce pads, wall-jump sections with animation transitions, and a glider section where you fly through rings. Every obstacle was designed to test a specific mechanic.
My Learnings & Download
Boing! started as a small test project and turned into a full platformer. I learned a lot about Blueprint visual scripting, especially how to keep logic readable and scalable across many actors. The hardest parts were definitely the camera switching system between 2D and 3D. That required adapting player movement and input controls (WASD) for both modes. On top of that, balancing different enemy AIs, fine-tuning jumps, and implementing wall jump, slide, and glider mechanics took a lot of effort. Initially, it was a 2.5D platformer, but then I thought: why not both? So it evolved into a 3D platformer with 2.5D sections.