poor jill! the queen has tied her up and thrown her into the dungeon for her entertainment! jill finds captivity liberating, however – with her legs bound, she doesn’t need to worry about those tricky left and right movements. she can focus on jumping and flapping, both of which she’ll need to do to keep herself clear of spikes and flames. jill off with one hand! yes, it is a one-switch jill off spin off that inverts the goal of the original by asking you to keep playing for as long as possible. (here’s a mac version.)
this game was made over the course of buy nothing day and the following day. it seemed appropriate to create instead of merely consume on the twenty-eighth. this is why i like games like knytt stories, bangai-o spirits, and other games with editors – they give players the opportunity to create instead of just destroy. my last forty-eight hour game was your electronic arms, put together in a weekend almost a year ago before i left for plainold texas, in case i wouldn’t get the chance to work on my own games while i was there. naturally, it would be there that i would put together mighty jill off.
i actually designed this game as an exercise in preparation for an interview i had with a mobile games studio. how could i reimagine one of my games to work best on a mobile phone? i find that one-switch games tend to work best on cell phones, which typically have one big easy-to-press button among a bunch of small, hard-to-differentiate ones and a disc that can usually approximate an inaccurate d-pad. mighty jill off, like bomb jack, packs a few verbs into a single button, so it was just a matter of designing away the need to move left and right.
by the way, the results of the everybody jill off contest went up the other day. see the entries here!