Interview with the Developer







With the release of the latest update for Reflected, it's the perfect moment to reflect on what's been happening since the jam ended. Elizabeth sits down with f0rb1dd3n403 to talk about the game's evolution and what's coming next.
Elizabeth: It's been over 5 months since the jam ended, and everything has seemed quiet. What's been happening behind the scenes?
f0rb1dd3n403: Well, it's true—on the surface, it might have looked silent, but behind the curtains, things have been very much alive. I’ve spent this period diving deep into the technical challenges that surfaced during the jam, trying to understand if they were solvable. This time allowed me to dream, discuss, and explore the true potential of Reflected.
Elizabeth: Speaking of potential, how much has the game evolved since the jam?
f0rb1dd3n403: Quite a bit, actually. The jam version was built quickly—9 intense days—and many aspects were rough around the edges. Movement was clunky, bugs were everywhere, and it wasn't exactly polished. Now, the annoying wall-sliding bug is gone, coyote time and jump buffering have been implemented, and the character’s physics and inertia have significantly improved. There’s still a lot to refine, particularly with camera smoothing and jitter reduction, which took me a lot of time and introspection to tackle.
Elizabeth: Jittering and pixels, sounds like quite the rabbit hole?
f0rb1dd3n403: Definitely. It reminded me of a childhood memory. When I was about 5 or 6, there was a computer shop called Pixel. Every time we passed by, I asked my mom for a computer—a nearly impossible request at the time. She would always say, "You don't even know what a pixel is." As I was struggling with jittering issues, her words came back to me vividly. In response, I dove deep—literally creating a tiny 16x9 pixel project to grasp the essence of pixel behavior. It felt like finally having that long-delayed conversation with her.
I'm glad that many of the jittering issues have been resolved or at least mitigated. Now, I understand the game better in its core element—the pixel.
Elizabeth: And what about levels and tools? Any improvements?
f0rb1dd3n403: Absolutely. While the levels remain structurally similar to those from the jam, they've been completely refactored. One of my priorities was developing intuitive tools that make level creation feel like playing with LEGO bricks. Boundaries, camera switching, and interactive elements like platforms and mirrors—now called Echo Verses—are all streamlined.
I hope to find someone to collaborate with me on the game design. I have my own vision, but it would be beneficial to have someone who can focus solely on that aspect without being influenced by other factors.
Elizabeth: Echo Verses sounds intriguing. Can you explain this concept further?
f0rb1dd3n403: Echo Verses are essentially parallel realities where the protagonist confronts alternate versions of himself. Each Echo Verse has its own distinct characteristics, symbolized by different colors. The goal is for the protagonist to reconcile these fragments of himself to restore harmony. There are numerous possibilities here—each Echo Verse could grant unique abilities, open new paths, or even pose new challenges. Perhaps enemies could emerge, possibly even reflections becoming antagonists themselves.
Elizabeth: Are you aiming for a linear or exploratory experience?
f0rb1dd3n403: More exploratory, I’d say, similar to games like Metroid. Players can revisit levels, potentially discovering new paths or solutions that weren't accessible initially.
Elizabeth: Are you collaborating with someone?
f0rb1dd3n403: During the jam, I collaborated with an extremely talented artist named Richard Oz. He created the game's style and initial assets. After the jam, we've kept in touch regularly, but he's been creatively active with other projects—like his recently released game, MyDream.exe, on itch.io. My focus right now remains primarily on programming due to time constraints. I'd love to devote more attention to art, but it’s outside my main skillset. I genuinely hope someone might fall in love with the project and join me.
Elizabeth: Speaking of constraints, how does The Yellow Button fit into all of this?
f0rb1dd3n403: The Yellow Button started as just a name, but it's now officially my own individual business. While it's not yet 100% focused on game development—I mainly offer freelance full-stack development services, or generally working as a computer engineer—it’s certainly a step in the right direction. I'm also starting to explore AI, hoping someday to integrate these skills into my game projects. For now, developing games remains a passion that I pursue mostly on weekends.
Elizabeth: Ultimately, who is this game for?
f0rb1dd3n403: It’s for whoever needs it. While I deeply love video games, ironically, I barely have time to play them myself. This project is meant to create connections, to reach someone who might need a friend or simply enjoy the experience I'm crafting. Community is key—not just players, but anyone who wants to contribute, provide feedback, or even join the development journey.
Elizabeth: What's next for Reflected?
f0rb1dd3n403: The goal right now is to develop a solid vertical slice—a piece of the cake that clearly shows the layers and potential of the game. That feels realistic, and it could hopefully lead to partnering with a publisher. As long as the passion and belief remain, I'll keep moving forward.
Elizabeth: What’s coming up in the next few months?
f0rb1dd3n403: Well, my wife will soon begin a fellowship in the Netherlands, and I’ll likely be spending a lot of time there too, while managing my work in Italy. Maybe I’ll meet new people, get inspired, and help Reflected grow through fresh connections and ideas.
Elizabeth: Thanks for sharing your journey and insights. Any final thoughts?
f0rb1dd3n403: Just gratitude, honestly, for anyone following along, giving feedback, or believing in Reflected. It makes all the difference.
Elizabeth: It's exciting to see how Reflected is evolving. We're all looking forward to seeing what you'll bring next. Good luck, and thanks again for your time!
Files
Get Reflected
Reflected
Reflected: A 2D puzzle-platformer where you solve puzzles and navigate a mirrored reality!
Status | Prototype |
Authors | f0rb1dd3n403/TheYellowButton, Richard Oz |
Genre | Platformer, Puzzle |
Tags | Godot |
Languages | English |
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