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Revision as of 14:54, 25 November 2016

Rust Bucket Leap Day [[:Stretch Dungeon|Stretch Dungeon]]

Leap Day is a level-based platforming game released on the Apple App Store and Google Play on May 11th, 2016 and planned to be released on the Amazon App Store[1] and browser[1]. The player plays as a character who is trying to reach the Gold Cup in each daily level. Levels in Leap Day are released each day and are created by an algorithm.

Gameplay

In each level of Leap Day the player has to reach the Gold Cup at the end in order to complete the level. A new level is released each day, and it is not mandatory for a player to complete a level in order to play the next one. All past levels are available to the player and can be replayed at any time. All levels are generated by an algorithm using pre-made parts[2][3], and are identical for every player. If a level is not played on the day of its release, it will be locked in the menu. Locked levels can only be played if the player watches an advertisement. Levels will not be locked if the premium version of the game has been purchased.

Cups

Cups will appear on the level menu for each day depending on how far the levels have been completed. Each level is composed of fifteen checkpoints which the player can activate, all numbered in decreasing order starting at checkpoint 15 and ending at checkpoint 1.

  • LeapDay trophy menu small bronze Going past checkpoint 10 will grant the player a bronze cup.
  • LeapDay trophy menu small silver Going past checkpoint 5 will grant the player a silver cup.
  • LeapDay trophy menu small gold Finishing a level will grant the player a Gold Cup.
  • LeapDay trophy menu small fruit crown Finishing a level with all fruits collected will grant the player a Fruit Crown cup.

Level generation

Levels in Leap Day are generated from a pool of separately created level chunks, each which can be assigned any theme, and some level chunks have interchangeable elements in them. Each level is composed of fifteen checkpoints, with each checkpoint having two level chunks in them. Each level chunk is drawn from a pool of 700 to 800 separate chunks[4] and has set elements such as platforms, spikes, fruits and other objects. Other elements, like enemies, have a set place in the chunk but can be changed depending on the level theme, segment difficulty, daily enemy pool or other factors. Some chunks have multiple similar variants, even though they all follow the same basic principle. Level chunks vary in difficulty, and are ordered in daily levels so that easier chunks have high probabilities of being generated at the beginning, while harder ones will more likely appear at the end.

LeapDay sings

The various signs that often appear between level chunks

A level's level chunks and theme are all arranged following a level seed. The seed is generated from the date of each level[5], meaning that every player will have the same seed each day and a virtual infinite amount of different seeds can be generated. Furthermore, since level generation is date-dependant, Nitrome does not have to support the game and continue updating it in order for new levels to be made available each day. As new content gets added to the game, the level chunks and elements pool will be increased, making new days more varied to increase the game's longevity.

Level chunks are used up until the level section after checkpoint 1, whereupon an End Zone[6] is encountered. End Zones consist of an assortment of enemies that can attack and hazards and each End Zone is unique to the day it was created for[7]. The background of End Zones consists of walls painted in goal colors and dungeon-like scenery.

All possible enemies that can appear in a level are part of a daily enemy pool. This enemy pool is seed-specific and contains three to four different enemies each day. Most level chunks will contain an enemy slot, which is filled according to the daily enemy pool following a set of rules and restrictions. This means that the same chunk can have different enemies in it on two separate days. Common enemies, which have a basic walking pattern and can be stomped by the player, can appear in various situations and are easily interchangeable. Each daily enemy pool will contain some common enemies which will be used in most chunks of the level. However, some chunks will only accept specific types of enemies, such as flying enemies or enemies which can walk on walls. On these specific occasions, only the fitting enemies will be selected. A chunk cannot appear in a level if there is no enemy from the daily enemy pool which can fit in it.

Similarly to the enemy pool, each day has a set object pool. This pool contains various interactive objects and hazards which can appear in the level. This means that there is a limit to the diversity of objects the player will encounter. Since objects are not interchangeable like most enemies, the daily object pool will also dictate what level chunks can and cannot appear in a level. If a chunk contains objects which are not present in the daily pool, it will not be able to appear in the entire level. Both the enemy and object pool give an overall gameplay theme to a level, with some recurring elements the player has to deal with in different situation, helping each level to feel more unique to the player.

Checkpoints

Each level will start with a bottom room which is identical throughout every level. The room is composed of a cheering crowd with a king watching the player above a giant "LEAP DAY" sign. The date is also displayed right above. Between the 15th and 14th checkpoint stands yet another room which is shared throughout every level. It is a dark room the player will traverse that always has the same platforms. Two creatures appear sitting on couches, facing away from the player, watching a giant television. On the television is displayed a television program that reads "Tomorrow on Leap Day" and shows a preview of the level theme of the next level.

Each checkpoint throughout a level can be activated by the player in order to respawn from it after they die, as well as saving their current fruit score. Checkpoints are composed of a red platform with the checkpoint number (sorted from 15 to 1) in the middle. The wall will be opened on the right, and the player has to go through this opening in order to activate the checkpoint. The first room will contain two chests the player can use by jumping under them. The first one will unlock the current checkpoint for 20 fruits, while the second one will unlock the checkpoint if the player watches a video advertisement (provided that data connection is activated). Yet another opening on the right will lead to a second room with a large chest the player can use to purchase the premium version of the game, which allows them to unlock each checkpoint for free, either manually or automatically. Premium players can toggle between both unlock options for free checkpoints in the options menu.

Gifts

Gifts[8] are unlockable aesthetic objects and currently consist of characters and Selfie poses[9]. As of Update 1, there are ten characters and thirty-three Selfie poses. Gifts are unlocked by advancing through levels as indicated by a progress bar on the calendar screen, this done by adding points to the bar by collecting cups on the current day's level. All cups, including Fruit Cups, contribute one point to this bar. Levels 1, 2, and 3 require three, four, and six points, respectively, while levels 4 and higher require eight points. After level 4, gifts are generally unlocked in a pattern consisting of three Selfie poses and a character.

Penguin 1

This navigational box contains a spoiler. Click [show] to open the box.

  • Level 1: Lick (Cups needed: 3)
  • Level 2: Yolk Selfie (Cups needed: 4)
  • Level 3: Lick Selfie (Cups needed: 6)
  • Level 4: La Beef (Cups needed: 8)
  • Level 5: Yolk Selfie 2
  • Level 6: La Beef Selfie
  • Level 7: Lick Selfie 2
  • Level 8: Kepi
  • Level 9: La Beef Selfie 2
  • Level 10: Kepi Selfie
  • Level 11: Yolk Selfie 3
  • Level 12: Meep
  • Level 13: Lick Selfie 3
  • Level 14: Meep Selfie
  • Level 15: Kepi Selfie 2
  • Level 16: Smooch
  • Level 17: La Beef Selfie 3
  • Level 18: Smooch Selfie
  • level 19: Solder_26
  • level 20: Meep Selfie 2
  • level 21: Solder_26 Selfie
  • Level 22: Kepi Selfie 3
  • Level 23: Root
  • Level 24: Smooch Selfie 2
  • Level 25: Solder_26 Selfie 2
  • Level 26: Root Selfie
  • Level 27: Scalp
  • Level 28: Meep Selfie 3
  • Level 29: Scalp Selfie
  • Level 30: Root Selfie 2
  • Level 31: Grill
  • Level 32: Smooch Selfie 3
  • Level 33: Grill Selfie
  • level 34: Zweiclops
  • Level 35: Solder_26 Selfie 3
  • Level 36: Zweiclops Selfie
  • Level 37: Root Selfie 3
  • Level 38: Scalp Selfie 2
  • Level 39: Grill Selfie 2
  • Level 40: Zweiclops Selfie 2
  • Level 41: Scalp Selfie 3
  • Level 42: Grill Selfie 3
  • Level 43: Zweiclops Selfie 3
  • Level 44: Logga
  • Level 45: Logga Selfie
  • Level 46: Logga Selfie 2
  • Level 47: Rasbunny
  • Level 48: Rasbunny Selfie
  • Level 49: Logga Selfie 3
  • Level 50: Rasbunny selfie 2
  • Level 51: Venus
  • Level 52: Venus Selfie
  • Level 53: Rasbunny Selfie 3
  • Level 54: Venus Selfie 2
  • Level 55: Venus Selfie 3
  • Level 56: Croak
  • Level 57: Croak Selfie
  • level 58: Croak Selfie 2
  • Level 59: Slab
  • Level 60: Croak Selfie 3
  • Level 61: Slab Selfie
  • Level 62: Slab Selfie 2
  • Level 63: Whip
  • Level 64: Slab Selfie 3
  • Level 65: Whip Selfie
  • Level 66: Whip Selfie 2
  • Level 67: Glug
  • Level 68: Whip Selfie 3
  • Level 69: Glug Selfie
  • Level 70: Glug Selfie 2
  • Level 71: Flake
  • Level 72: Glug Selfie 3
  • Level 73: Flake Selfie
  • Level 74: Flake Selfie 2
  • Level 75: Tuft
  • Level 76: Flake Selfie 3
  • Level 77: Tuft Selfie
  • Level 78: Tuft Selfie 2
  • Level 79: Char
  • Level 80: Tuft Selfie 3
  • Level 81: Char Selfie
  • Level 82: Char Selfie 2
  • Level 83: Turret
  • Level 84: Char Selfie 3
  • Level 85: Turret Selfie
  • Level 86: Turret Selfie 2
  • level 87: Turret Selfie 3

Enemies

Main article: Enemies (Leap Day)

Hazards

Main article: Hazards (Leap Day)

Interactive objects

Main article: Interactive objects (Leap Day)

Pick ups

Main article: Fruit (Leap Day)

In app-purchases

20?cb=20120317190109 Incomplete section. You can help by adding missing info. Needed: Information about the in-app purchase
Leap Day has an in app-purchase called premium. It removes advertisement from the game. Also, every checkpoint is automatically registered.

Item US ($) EUR (€)
Premium $3.99 4,77€

Announcements

  • March 30th, 2015 - Leap Day was announced under the name Project Jump, and three mockup images shared
  • December 23rd, 2015 - A Youtube video of Leap Day's gameplay was released along with more details about its gameplay.
  • January 20th, 2016 - Mat Annal posted on his Twitter account a screenshot of Leap Day
  • January 30th, 2016 - Mat Annal posted on his Twitter account a screenshot of the room used to buy a checkpoint
  • February 11th, 2016 - Nitrome announced on Twitter that Project Jump has been renamed "Leap Day" and shared a screenshot of the game.
  • February 20th, 2016 - Mat Annal shared on his Twitter account two screenshots of Leap Day.
  • February 22nd, 2016 - Mat Annal shared on his Twitter account a mock-up image of the Waterfall background.
  • February 27th, 2016 - Mat Annal posted on his Twitter account a screenshot of a level that uses the Castle Beanstalk background
  • February 28th, 2016 - Mat Annal posted on his Twitter account another screenshot of a level that uses the Castle Beanstalk background
  • February 29th, 2016 - Nitrome posted on Twitter a screenshot of the game.
  • March 28th, 2016 - Mat Annal posted on Twitter a level that used the desert background.
  • April 2nd, 2016 - Nitrome posted on Twitter a level that had Cactus Monsters.
  • April 3rd, 2016 - Nitrome posted on Twitter three previews: a level that had Mud Monsters, a level that had a piece of scenery that showed two characters watching the game's protagonist on a television, and a level that had an egg.
  • April 5th, 2016 - Nitrome posted on Twitter a level that had a selection of scenery that showed two characters inside a house watching the game's protagonist on a television.
  • April 21st, 2016 - Nitrome posted on Twitter that the game had been submitted to the Apple App Store and Google Play and also posted an image of an king-like character on his throne pulling a lever.
  • April 22nd, 2016 - Nitrome posted on Twitter an image of the Gold Cup goal for one level and on Youtube a video of the generated level for April 20th, 2016.
  • May 4th, 2016 - Nitrome posted that Leap Day will be released on May 11th and also posted a trailer of the game on Youtube.
  • May 7th, 2016 - Nitrome posted on Twitter an image of the day select screen and highlighted how it displays achievements gained on each day.
  • May 8th, 2016 - Nitrome posted on Twitter an image of the Gold Cup at the end of a level that has a Fruit Crown.
  • May 11th, 2016 - Nitrome posted on the Nitrome blog, Facebook, and Twitter that Leap Day was released.
  • May 19th, 2016 - Nitrome posted on Twitter an image of unlockable characters that would be added in a future update.
  • May 25th, 2016 - Nitrome posted on Twitter an image of the "free unlock" chest which would be added in the adjustments update for players who have bought premium.
  • June 3rd, 2016 - Nitrome posted on Twitter an image of the sharing feature that was added in the adjustments update.
  • June 9th, 2016 - Nitrome posted on Twitter a screenshot that shows during a level Yolk's second selfie pose and mentioned that they were testing Update 1.
  • June 10th, 2016 - Nitrome posted on Twitter an image of the updated calendar in Update 1.
  • June 10th, 2016 - Nitrome posted on Twitter a Selfie screenshot of Yolk among Stone Monsters.
  • June 11th, 2016 - Nitrome posted on Twitter an image of Lick on the character select screen.
  • June 11th, 2016 - Nitrome posted on Twitter an image of Lick in a level.
  • June 12th, 2016 - Nitrome posted on Twitter an image that shows a screenshot of a Selfie cam image with Lick performing its first Selfie pose.
  • June 13th, 2016 - Nitrome posted that Update 1 had been released.
  • June 14th, 2016 - Mat Annal posted on Twitter a mockup image of a background that he was working on.
  • June 15th, 2016 - Mat Annal posted on Twitter an image of art that was being created for the Totem background which is going to be introduced in Update 2.
  • June 16th, 2016 - Nitrome posted that they were working on Update 2 and mentioned the new content it would introduce.
  • June 19th, 2016 - Nitrome posted on Twitter an in-game Selfie cam image of a level that has the Totem background.
  • July 1st, 2016 - Nitrome posted on Twitter that Update 2 would be released the following Monday (July 4th, 2016).
  • July 4th, 2016 - Nitrome posted on Twitter that Update 2 had been released.
  • July 5th, 2016 - Mat Annal posted on Twitter an image of art that would be used in the beach background, a new background that was being created for Update 3.
  • July 7th, 2016 - Nitrome posted on Twitter an image of Kepi in an End Zone.
  • July 8th, 2016 - Nitrome posted on Twitter an image of Meep in an End Zone, the same one as on July 7th, 2016.
  • July 9th, 2016 - Nitrome posted on Twitter two images of the Beach background and also mentioned that it would have new music.
  • July 13th, 2016 - Nitrome posted on Twitter that Update 3 will be released the following day and also posted a short video of the July 14th, 2016, End Zone.
  • July 15th, 2016 - Nitrome posted on Twitter an image of hazards that they were working on implementing into the game.
  • July 22nd, 2016 - Mat Annal posted on Twitter an image of the electricity background, which was planned to be added in a future Leap Day update.
  • August 19th, 2016 - Nitrome posts on Twitter a video of a new trap that will appear in Update 4.

Development

During development, Leap Day was called Project Jump[1]. Leap Day was worked on at some point before being temporarily put on hold during the time period of February 25th, 2015 to April 15th, 2015[10] in order to finish the first major update to Magic Touch: Wizard for Hire[1]. At this point the game was in very early development, with the general game running and some of the game's art and enemies created.[1]

The game was initially revealed on March 30th, 2015, to make up for announcing that Nitrome Touchy would be discontinued, and Nitrome provided some information on the game's gameplay and also some mockup shots of the game[1]. A single section of the game was used as the basis for each shot, only with a different background and different themed enemies for each shot.[11] At this point in development the game was planned to be endless instead of level based[12].

By July 24th, 2015, the game had entered mid development[13]. On October 3rd, 2015, Nitrome mentioned that previously work on the game had slowed down due to the team behind it being affected by "various things", and out of the three other games being developed it was the least complete one, despite being started first[14]. Despite all this, Nitrome added that the game's development should now be progressing at a faster pace[14].

Nitrome posted on December 23rd, 2015 a video of Leap Day's gameplay and also shared information about the game's gameplay[15]. From January 20th, 2016 onward, Mat Annal on his Twitter account and Nitrome on their Twitter account posted preview images of Leap Day. On February 11th, 2016, Nitrome announced that the game's official name would be Leap Day and shared a preview image of the game[16].

On February 21st, 2016, Nitrome said that they were aiming to release the game in March 2016[17], but they were not able to meet this release period. On April 21st, 2016, Nitrome posted that the game had been submitted to the Apple App Store and Google Play[18][19]. The following day, they also posted a video on Youtube of the generated level for April 20th, 2016[20]. On May 4th, 2016, Nitrome announced that the game would be released on May 11th, 2016, and posted on Youtube a trailer of the game[21][22]. The game was released on May 11th on the Apple App Store and Google Play[23]. On May 19th, 2016, Nitrome posted on Twitter an image of unlockable characters that would be added in an upcoming content update[24].

Mat Annal, one of the game's artists, was aiming for an art style reminiscent of what was considered by fans as Nitrome's "classic" style. [25]

Leap Day's gameplay progression was the result of one idea Nitrome had for an endless game with traditional gaming levels, as during the company's general game development, Nitrome was thinking of ways for its games to combine the endless genre with a level based system[26].

All employees in Nitrome's office helped create level parts for Leap Day[27], as opposed to just the game's artist and programmer creating these level parts.

Beta elements

55?cb=20120317190109 Incomplete section

This section is incomplete. You can help by adding the missing info.
Needed: Information regarding beta elements in the game's other preview images.

Early on in the game's development (February 25th, 2015 to April 15th, 2015[10][1]) Leap Day was intended to be endless and have no set end point[12]. This had been changed by December 24th, 2015[12].

Enemies were changed at different stages of development.

  • In the March 30th, 2015 preview, early versions of three enemies are seen:
    • Spring heads and spike heads have a slightly different colour pattern and design. Spike heads have a bigger spike and the spring head has a taller spring than in the final version.
    • A small blob is present, which was cut from the game. This small blob was from an early idea where the regular sized blob would split into tinier blobs when jumped on[28].
  • In the December 23rd, 2015, Leap Day preview video, spike shells lack their spikes and when jumped on instantly die instead of their shell becoming a hazard and moving around. Also, their dead sprite unique to the video, as it is not used in the final game.

Watermelons and pineapples were intended to be in the game as fruit, and can be seen in the the May 30th, 2015 preview of Leap Day, but were not included due to being forgot in development and not getting an animation[29].

In the May 19th, 2016 preview, which showed the in-game sprites for the characters that would be added in Update 1, four sprites differ slightly from their final versions: La Beef's head is closer to his body, Grill's skin is much lighter, Scalp's sprite has lighter skin, and the bottom part of Kepi's hat is green instead of grey.

The Waterfall theme originally had fish jumping out of the waterfall, but this was changed due to not looking very good[30].

During development, the walls for levels were intended to have a light coloured block every ten blocks, but this was removed due to limiting level design[31]. This can be seen in the March 30th, 2015 preview and also in the December 23rd, 2015, video preview.

Unused content

In the April 2016 calendar of levels, April 19th has a checkerboard graphic, the same graphic used for May 11th in the May 2016 calendar. This graphic exists on April 19th because this day was used as a starting point for the calendar during testing of the game's alpha builds[32]. This graphic is normally inaccessible in the game as levels are only accessible from May 11th, 2016, onward. This date can only be accessed if players change the date on their device to April 19th, 2016, or a date prior to this, although Nitrome does not recommend that players do this[33].

Versions

Release version

This version was released on May 11th, 2016 on the Apple App Store and Google Play and is labelled Version 1.1 on the Apple App Store. This was the game's initial release version.

Google Play update version 1

This version was released on Google Play on May 11th, 2016, and fixed a bug with the player suspending or resuming playing the app when watching an advertisement.

Adjustments update

This update was released on May 27th, 2016 on Google Play and on June 3rd, 2016, on the Apple App Store and is labelled Version 1.2 there. This update makes adjustments to the game based off problems players were having with the game. For players who have bought Premium, automatic checkpoints can be toggled on and off, and with this change the "Checkpoint Charlie" achievement can be obtained. For non-Premium users, when unlocking a checkpoint the animation for unlocking a chest was changed to make it clear that a checkpoint was being unlocked and the words "checkpoint unlocked" now appear. Social network sharing options were added and the amount of jumps the player could perform was reset when jumping and landing on an enemy.

A glitch with the flames of fire blocks appearing in their block was fixed, along with other bug fixes[34].

Google Play update version 2

This update was released on May 31st, 2016, and is labelled version 1.23. It is not known what changes this update made to the game. This update's update notes are the same as those from the previous update.

Update 1

This update was released on June 13th, 2016 and is labelled Version 1.30 on Google Play and the Apple App Store. This update adds new content and fixes bugs. The Selfie cam was added. The gifts system was added and with it forty-three gifts, ten of these gifts being the characters Lick, La Beef, Kepi, Meep, Smooch, Solder_26, Root, Scalp, Grill, and Zweiclops, and the other gifts being Selfies, with each character getting three.

This update also fixes the following glitches: the game crashing when the "restore purchase" button is selected in the credits menu, the game scrolling after a level is completed, and for users who have bought Premium the auto-checkpoints toggle button not appearing. The Apple App Store version also corrects the game's splash screen on iPad and shared images on iPad being cropped.

Some level chunks were also modified so that they were easier to complete, one of these being the level segment seen on the June 10th, 2016, level directly after checkpoint 4[35][36]. This change was not mentioned in the Google Play update notes.

Apple App Store update version 1

This update was released on June 14th, 2016, and is labelled Version 1.3.1. This update makes small adjustment to the sharing function and changes the pop-up that reminds the user to download the latest update so that it does not appear when the user has no internet access.

Update 2

This content update was released on July 4th, 2016 and is labelled Version 1.3.2 on the Apple App Store and version 1.30.7 on Google Play. This update adds new level chunks, the total amount added being ⅓ more than the amount currently in the game[37] and adding over three hundred chunks[38]; two backgrounds, Totem and city; and two music tracks to go with each new background. This update also fixes several bugs.

Update 3

This update was released on July 14th, 2016, and is labelled Version 1.3.3 on the Apple App Store and Version 1.30.9 on Google Play. This update adds End Zones, the Beach theme, and fixes some minor bugs.

Update 4

This update was released on September 1st, 2016, and is labelled Version 1.3.4 on the Apple App Store and Version 1.30.10 on Google Play. This update adds yolk cannons, logs, slime, Guillotines, bullet cannons, fireball cannons, barrel cannons, liquid cannons, Wall lasers, and rotating blocks were introduced. This update also adds 3 new characters plus 9 selfies to unlock. This update also fixes a bug with projectiles from enemies being reflected[39].

Update 5

This update was released on September 12th, 2016, and is labelled Version 1.30.11 on Google Play. This update added extra level segments and changed the algorithm that makes levels so that level segments with easy hazards are introduced at the start of levels[40]. This update also fixes a glitch with timer tiles becoming invisible. The Apple App Store version of this update adds cloud saving.

Stickers update

This update was released on September 14th, 2016, on the Apple App Store and adds stickers, a new feature introduced in iOS 10.

Character extension update

This update is released on September 29th, 2016 and it adds 8 more characters to unlock.

Halloween update

This update adds one of the sets of the new monsters and an electricity background.

Monster update

This update adds more enemies.

Christmas update

This update will be released nearby Christmas.

Future content

The following content will be added in future updates:

  • Two backgrounds
  • swamp background and Sewer background.

Reception

By May 27th, 2016, Leap Day had received one million downloads across both the Apple App Store and Google Play. For its first and second weeks, it brought in the most revenue out of all of Nitrome's mobile games over the same timeframe[41].

Promotions

  • On May 13th, 2016, Nitrome posted on Twitter that Leap Day had been featured by Google Play[42]. That same day, Nitrome also posted that Leap Day had been featured on the Apple App Store in the section "New Games We Love"[43].
  • On June 3rd, 2016, Nitrome shared on Twitter that Leap Day had been featured on the Apple App Store in the section "May's Best Games"[44].
  • On June 23rd, 2016, Nitrome shared on Twitter that Leap Day had been featured on the Apple App Store in the section "Play as Your Que"[45].
  • On July 7th, 2016, Nitrome posted on Twitter that Leap Day had been featured on the Apple App Store in the section "The 10 Best Platformers"[46].

Glitches

  • A certain glitch can cause enemies to appear in incorrect spots. For this glitch to occur, the player has to have a checkpoint unlocked before the section where the glitch happens. The following situations can occur:
    • An extra enemy on the same platform.
    • Incorrect enemy placement.
    • Wrong enemy (e.g. a green runner instead of a red jellyfish)
    • Maggots closer to each other than normal.
    • Enemies stuck on their platform.
  • Destroying some breakable blocks from the platform an enemy is standing in may lead to AI issues such as the enemy not being able to tell where the platform ends, often resulting in an enemy moving back and forward in one spot.
  • Some enemy and projectile hitboxes may interact in unexpected manners depending on the player's position and state. This can lead to the player being able to stomp enemies from otherwise impossible angles. The momentum given to Yolk when jumping can also be carried to an enemy or projectile if they collide at the same moment the player taps jump. This can result in enemies being pushed slightly upwards or projectiles changing trajectories and moving diagonally.
  • If the player taps jump at the exact same frame they are about to touch the face of a wall spring, Yolk can grab the spring as if it was a normal wall and slide on it, being able to wall jump normally.
  • If the player is clinging to a wall and a pig reaches the edge of its platform, they will perform their turning animation but move backwards.
  • In September 17 level, the barrels can fall through thin platforms making get through them nearly impossible, since there's no spikes on the next floor they fall. They however will disappear after few seconds. Sometimes Barrels gets even to a checkpoint floor. Touching the barrels in this floor warps the player back to the start of the level. Player then must go to menu to return to the last checkpoint saved.

Sometimes also the barrels can appear at the Golden cup floor falling from the sky randomly. In the same level, when starting from the last checkpoint, player starts from the inside of end zone instead.

Trivia

  • The following elements are similar to content from the Mega Man video game series:
    • The sound effect for jumping on an enemy and killing it is the same as the sound for shooting with the Mega Buster.
    • The creation of the death sound for Leap Day's main character was influenced by the death sound of Mega Man[47].
    • The dying animation and teleporting animation for Leap Day's main character is similar to the respective animations for Mega Man.
  • The July 20th, 2016, level was hinted with many preview pictures showing the Beach background and the End Zone challenge.
  • The levels shown on the shop pages of the game do not appear on their respective days.
  • In September 22nd, 2016, level includes an endzone from September 3rd, 2016 as a normal chunk during the level.

References

  1. 1.0 1.1 1.2 1.3 1.4 1.5 1.6 1.7 1.8 1.9 Game Developer's Blog - Nitrome: Project Jump (working title), 30 Mar 15, retrieved 30 Mar 15.
  2. http://www.nitrome.com/comments/?hid=825057&pid=822581&t=2&id=1400
  3. Mat Annal on Twitter: [1]: it's a one button jumping game with a new level every day that's the same for everyone generated using lots of rules., 28 Feb 16, retrieved 14 Aug 16.
  4. Touch Arcade: Leap Day (by Nitrome) → post by Nitrome: There are 50 elements in the game and between 700-800 hand crafted level chunks., 13 May 16, retrieved 28 Jun 16.
  5. Touch Arcade: Leap Day (by Nitrome) → post by Nitrome: Level generation is based on a seed created using the days date., retrieved .
  6. Nitrome on Twitter: [2]: Entering one of the new End Zones in #LeapDay. End zones update coming next week! [3], 8 Jul 16, retrieved 18 Jul 16.
  7. Nitrome on Twitter: [4]: oh. And just to clarify. No two endings will be the same. A new ending every day., 13 Jul 16, retrieved 18 Jul 16.
  8. Leap Day: When viewing an older month on the calendar: "PLAY TODAY EARN GIFTS".
  9. Leap Day – Android-Apps auf Google Play on the Wayback Machine (archived 2 Jul 16 )
  10. 10.0 10.1 10.2 This is the time period from Magic Touch: Wizard for Hire's release to the release of its first update.

    Nitrome on Twitter: [5]: Magic Touch: Wizard for Hire (Out 25th Feb), 17 Feb 16, retrieved 12 Aug 16.

    Game Developer's Blog - Nitrome: Magic Touch Update #1 - Out Now!, 15 Apr 15, retrieved 15 Apr 15.
  11. Game Developer's Blog - Nitrome: Project Jump (working title) → comment by Nitrome: They are mock up shots of different themes in the game. I did them over the same template from a section of the game...that's why they are the same rather than it being a gameplay mechanic., 31 Mar 15, retrieved 1 Apr 15.
  12. 12.0 12.1 12.2 12.3 Game Developer's Blog - Nitrome: Project Jump (working title) → comment chain by NOBODY and Nitrome: NOBODY: Is any part of this game endless ... Because on the blog post titled "Project Jump (working title)" (the one posted 9 months ago) you say "it's random and endless.."

    Nitrome: 9 months ago the game was less focused. There is no technical reason we couldn't let the levels be endless so we weren't going to give them an end originally., 24 Dec 15, retrieved 21 Feb 16.
  13. Game Developer's Blog - Nitrome: Friday updates are BACK!, 24 Jul 15, retrieved 31 Jul 15.
  14. 14.0 14.1 14.2 Game Developer's Blog - Nitrome: Beneath the Lighthouse → comment by Nitrome: Project jump is probably furthest from completion of the 4 games we have in development despite being started first. Various things have impacted the team working on it which has made progress slow. It's still being worked on though and we should start making quicker progress now., 3 Oct 15, retrieved 3 Oct 15.
  15. 15.0 15.1 Game Developer's Blog - Nitrome: Project Jump (working title), 23 Dec 15, retrieved 21 Feb 16.
  16. Nitrome on Twitter: [6]: Working on the start of level for that Jumping game. Oh yeah and it's probably going to be called #LeapDay., 11 Feb 16, retrieved 22 Feb 16.
  17. 17.0 17.1 Nitrome on Twitter: [7]: the plan is March some time but we will only really know once it's done and there's still stuff to do., 21 Feb 16, retrieved 21 Feb 16.
  18. Nitrome on Twitter: [8]: We finally pulled the lever and submitted #leapday for review on the [Apple] AppStore!, 21 Apr 16, retrieved 22 Apr 16.
  19. Nitrome on Twitter: Twitter discussion between Mike and Nitrome: Mike: @Nitrome when's it coming to android?

    Nitrome: it's out at the same time as iOS.'', 22 Apr 16, retrieved 22 Apr 16.
  20. Nitrome on YouTube: Leap Day speedrun in space, 22 Apr 16, retrieved 22 Apr 16.
  21. 21.0 21.1 Nitrome on Twitter: [9]: Ready your thumbs! #Leapday will be released on May 11th. #newleveleveryday #gamedev #pixelart #iOS #GooglePlay, 4 May 16, retrieved 4 May 16.
  22. Nitrome on YouTube: Leap Day : Out May 11th, 4 May 16, retrieved 4 May 16.
  23. Game Developer's Blog - Nitrome: LeapDay OUT NOW!, 11 May 16, retrieved 19 May 16.
  24. Nitrome on Twitter: [10], 19 May 16, retrieved 19 May 16.
  25. Game Developer's Blog - Nitrome: Project Jump (working title) → comment by Nitrome: I really wanted to try and capture what people keep referring to as the 'classic' style in an upcoming game and this seemed a good fit., 31 Mar 15, retrieved 1 Apr 15.
  26. Game Developer's Blog - Nitrome: Vault gameplay ! → comment by Nitrome: We are considering ways to combine the two (endless and level based). You will see one iteration of that in the other 'endless' game we previewed [Leap Day]., 4 Jul 15, retrieved 4 Jul 15.
  27. Mat Annal on Twitter: [11]: Second day building level chunks for #Leapday. We need tons so the whole office is on it! I was working with enemies!, 9 Mar 16, retrieved 10 Mar 16.
  28. Mat Annal on Twitter: [12]: Mat Annal: Messing with a new background idea for #Leapday today at work! [13]

    Megaphantaze: What's that small triangle creature? Is it some kind of baby monster or something? I haven't seen it in actual game

    Mat Annal: it was supposed to be a blob splitter so a big blob that splits after being jumped on into smaller [blobs], 14 Jun 16, retrieved 15 Jul 16.
  29. Game Developer's Blog - Nitrome: Leap Day OUT NOW! → comment by Nitrome: nitrome dg: Why on Leap Day pineapple and watermelon are not present?

    Nitrome: Ha we noticed this in office after launch. Turns out we forgot about them at some point and they were never animated., 19 May 16, retrieved 2 Jun 16.
  30. Touch Arcade: Leap Day (by Nitrome) → Post #291: It has fish swimming up it if you look close....they did originally jump in and out of the water but it looked rubbish so we made it more subtle., 6 July 16, retrieved 12 Aug 16.
  31. Nitrome on Twitter: [14]: Rodolfo Guerreiro: In this old image too... are this blocks a removed block design ? [March 30th, 2015 preview image]

    Nitrome: it used to have a lighter block every 10 tiles but it was limiting on level design so we removed it and made them all dark.'', 7 Jul 16, retrieved 12 Aug 16.
  32. 32.0 32.1 Game Developer's Blog - Nitrome: LeapDay OUT NOW! → comment by Nitrome: AshBob5000: Nitrome, I have a question, why is April 19th a checkered graphic for the day?

    Nitrome: The checkerboard graphic is a false starting point we put in for in-house testing alpha builds., 13 May 16, retrieved 12 Aug 16.
  33. Game Developer's Blog - Nitrome: LeapDay OUT NOW! → comment by Nitrome: I really wouldn't recommend trying to gimp the game by playing around with your system clock though. It may actually break/change the game for you permanently, especially if we add other things in future updates. [...] We put a lot of testing into the whole world clock thing so we know that it can bug the game and get you out of sync with everyone else. If we ever added something like a speedrun system then it may happen that this simply just wont work properly in your build., 13 May 16, retrieved 12 Aug 16.
  34. Nitrome on Twitter: [15]: edwin: today's level. should the fire be doing this? [16]
    <be>Nitrome: nope, it was a mistake. We've fixed it in the upcoming update [the adjustments update had not yet been released on the Apple App Store].'', 28 May 16, retrieved 28 May 16.
  35. Nitrome on Twitter: [ ]: it [the checkpoint 4 level segment] will be altered in the updated version [Update 1] on Monday if you want to back to it then., 11 Jun 16, retrieved 14 Aug 16.
  36. ': Leap Day (by Nitrome) → Post #212: The chunk in today's level [July 10th, 2016] we agree is too hard. [...] Were [sic] going to tune that chunk to make it a bit more forgiving., 10 Jun 16, retrieved 14 Aug 16.
  37. Touch Arcade: Leap Day (by Nitrome) → post #273: Update 2 hits on Monday. New Backgrounds with new music and over a third more level chunks to spice things up a bit!, 1 Jul 16, retrieved 5 Jul 16.
  38. 38.0 38.1 Touch Arcade: Leap Day (by Nitrome) → post #244, 15 Jun 16, retrieved 5 Jul 16.
  39. Nitrome on Twitter: [17]: Satomi Hinatsu: in leap day, why do I sometimes reflect projectiles? Is it like a random lucky chance thing?

    Nitrome: we have improved the projectiles thing in the upcoming update., 25 Aug 16, retrieved 1 Sept 16.
  40. Leap Day - Android Apps on Google Play on the Wayback Machine (archived 16 Sep 16 )
  41. 41.0 41.1 Pocket Gamer.biz: How Nitrome committed to retention, promising a new level every day for Leap Day, 27 May 16, retrieved 27 May 16.
  42. Nitrome on Twitter: [18], 13 May 16, retrieved 19 May 16.
  43. Nitrome on Twitter: [19], 13 May 16, retrieved 19 May 16.
  44. Nitrome on Twitter: [20]: Wow Leap Day got featured in The App Stores best of May! [21], 3 Jun 16, retrieved 3 Jun 16.
  45. Nitrome on Twitter: [22]: Great featuring for ReDungeon on the UK App Store! A nice unexpected feature for Leap Day too! [23], 23 Jun 16, retrieved 1 Jul 16.
  46. Nitrome on Twitter: [24]: Leap Day featured in the App Stores 10 Best Platformers feature! [25], 7 Jul 16, retrieved 20 Jul 16.
  47. Youtube: Leap Day speedrun in space → discussion by Tiny Castle Guy and Nitrome: Tiny Castle Guy: I wonder, does that Mega Man sound effect only happen when dying to the laser? Either way it's a nice homage to Quick Man's stage.

    Nitrome: When you die you dematerialise at the last checkpoint you unlocked so the sound makes sense. It's not actually the mega man sound though clearly that has been an influence on the sound we chose to create'', 23 Apr 16, retrieved 23 Apr 16.
  48. Nitrome on Twitter: [26]: #LeapDay Update 2 featuring New Backgrounds Music and levels lands Monday! #Indiedev [27], 1 Jul 16, retrieved 1 Jul 16.
  49. Nitrome on Twitter: [28]: fur: any word on when we could expect the end zones?

    Nitrome: Thursday next week is the plan, 7 Jul 16, retrieved 11 Jul 16.
  50. Game Developer's Blog - Nitrome: Project Jump (working title) → comment by Nitrome: The levels are not endless and everyone will play the same level on the same day. It is however generated rather than hand crafted though there is a lot of hand crafted parts going into making this work and a clever system for putting it all together., 31 Dec 15, retrieved 14 Aug 16.
  51. http://forums.toucharcade.com/showpost.php?p=3880781&postcount=300


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