Coffee Jim is out!!!

Here is the release of the first game I made. Actually, it’s the second one, but I froze the first one for a while, while I worked on this one for a contest. It’s actually my first real prototype and this version is extremely similar to the version I used at the contest. At that point it didn’t work on Vista, so I only got 5th place. Happens:). I updated it a bit during the past week and the time has come for me to release it to the public:) Have fun and please post your feedback:)

Coffee Jim

Coffee Jim is a physics based puzzle game. You have to help Jim, which is inside his mind after fainting of lack of coffee. Collecting the coffee will help Jim wake up. His mind comes up with puzzles to stop him from getting the coffee (who said life was easy), so you have to help Jim however you can with your drawings.


Download (release 3)
coffee_jim_r2.rar (release 4)

Left click – draw
Right click – erase current drawing (don’t release left click)

Release 3:

Q/Z – increase/decrease friction of your drawing

E/C – increase/decrease the bounciness of your drawing
Release 4:

Q + mouse wheel – increase/decrease friction of your drawing (NEW)
E + mouse wheel – increase/decrease the bounciness of your drawing (NEW)

The values are shown in the top-left corner of the screen in-game

A/D – apply torque towards the left/right
S – stop
N – start the level
Space – clear all your drawings
V – reset the level

In case the game doesn’t start, please make sure you have the latest version of DirectX and the Visual C 2005 redistributable package.


Thanks go to Will (The2Bears) for helping out with the Vista testing and to my friend Zapa ( for being a very consequent tester. Without his feedback, Jim wouldn’t be what it is today. Thank you:)

Also, I would like to thank all of my friends who tested Jim. Your feedback was very helpful and apreciated:)

The game uses Erin Catto’s Box2D physics engine and Fmod Sound System. It also uses Chorus Game Engine (my home-grown, DirectX based engine).

_ghost_-_LIES_(Ghostrust_considerations).mp3, shutter.wav, 16460__emmanuel__one_use_camera_clic_with_flash.wav, sigh2.wav are lincensed under the Creative Commons Attribution-Noncommercial 2.0 Generic -license. Some have been modified to suit the game.

Inspiration source: Experimental Gameplay Project and Kloonigames πŸ™‚


6 Responses to “Coffee Jim is out!!!”

  1. zapakitul Says:

    Off: Aghww how sweet of you to mention me :P!
    On: Finally you released it. Congrats on your first game release πŸ™‚

  2. thank you!

  3. the best game i’ve ever played. πŸ˜‰

  4. glad you like it:)

  5. Alin,

    Nice work on your first game. I certainly think congratulations are in order.

    You asked for some feedback here, so I’ll not hold back πŸ˜‰

    I’m mostly positive about the game. It “feels” pretty good. Part of that comes from the relaxed atmosphere generated by the music and the visual style. The mechanism of “rolling physics”, with friction a big factor, is a nice twist.

    That twist, the friction, is also a bit of a trap. It seems a little hard to properly gauge right now, or maybe it’s too sensitive? It took me a bit to successfully run up my first slope, something that should be more intuitive. Not sure how to fix this, but I am sure it *is* fixable. Not a serious problem! Does adjusting friction affect only new drawings? Or all drawings?

    The one other thing I might suggest regards the interface. The player is already using the mouse, why not use that for setting bounce and friction as well? Too many keys are used.

    Again, nice job.


  6. Thank you for the feedback Bill πŸ™‚
    Setting the friction only affects new drawings. each drawing has it’s own friction. same goes for bounciness.
    About the keys, I have thought of using the mouse more, but, for some unknown reason, I ditched. gonna try to make it more user friendly.
    And yes, I can fix the friction part. it’s not that difficult:)
    Again, thank you for the constructive feedback:)

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