Jelly Brawl is a sticky and destructive multiplayer party game where you gotta jiggle, flop, and pop your way to the top! Fight alone or against friends for freedom from a mad king across tons of stages, mini games, and modes as you wrestle to be the last jelly standing!
Jelly Brawl is a physics based local multiplayer party game where you gotta flop, and pop your way to the top! In this Demo you can experience the classic mode where you fight for the spot as last jelly standing across a handful of stages and mini games!
Jelly Brawl V 1.6.3
- Fix Returning to menu from race cause the UI is hidden
- Fix joining room that has just played a game shows "game over"
- Fix "No boss" mode in custom
- Fix the title sprite animation after pressing start
- Fix online names with spaces incorrectly displaying
- Hit & Run, Make shops cheaper
- Play sound effects only on forward ticks (water, saw, etc.) networking
- Make effects only play on forward tick networking
- Fix security look laggy in Hit & Run
- Call physics wakeup on players every 1 second (Fix them avoiding conveyors and moving platforms if not moving since start)
- Player disconnect fix
- Fix Saw blade is broken in level editor when placed and saved
- Fix bombs not pushing people
- Fix Colliding with powerup at same time as another player
- Fix some AI boss rounds failing to end
- Fix game over text after every round on client (Should say round loss or win)
- Other general fixes
Jelly Brawl V 1.6.2
- New stages and Classic stage updates and Full Game exclusive stages
- Fix skip prompt on PC
- Changes to Race stages
- Make slow-mo only happen on game over
- Fix pressing back from achievements page opens exit prompt
- Fix hitting login shows prompt cant select on the account page using controller
- Fix controller disconnect and connect
- Added return to menu prompt on restart screen
- Update opening cinematic (more lore)
- Lowered required speed to put out fire
- Fix press enter to start being frame dependent
- Fix Joining a lobby that already played a game
- Fix race and hit and run online multiplayer cam
- Brought back original shield material
- Added king loading screen icon
- Added more scenery objects to stages for more destruction and post apocalyptic
- Add loading text for custom stage loading
- Fix boss scene 5 collisions on the north west wall, invisible squish collision
- Fix round not ending in wipeout when timer ends
- Fix "press to change game type appears" after playing a custom match in player select
- Added "King Death Markers" that display when players die
- Fixed leaderboards display when there is an entry of 0
- Updated menu text to use TMP for improved resolution and multi language rendering support
- Fixed Hit Run Boss slow
- Fixed Hit Run Boss Cam follow in split screen
- Added hint text to the boss room in Hit & Run
- Made street levels more common in Hit & Run
- SFX adjustments and improvements
- Some Textures Remastered for increased resolution
- Increased rate at which levels are unlocked
- Reduce the coins achievements to 50 and 100 and updated race achievement description
- Fix paint boss round crashing online games
- Fix loading screen score listing incorrect when online
- Fix UI not always spawning correctly online in some boss rounds
- Fix online shop purchases for non-host players in hit & run
- Fix News not scrollable on controller
- Add support to player local multiplayer with keyboard on PC
- Performance improvements
- Fix incorrect win counts when online (related to things like sawblades and lasers)
- Fix some physics object networking (railing)
- Make it so you can't click any button when quick joining
- General bug fixes
Jelly Brawl V 1.5.7
- "Inverted" challenge round Removed
- "Inflated" challenge round Added
- Bonk Hammer making no sound on Clients Fixed
- Fixed players quitting early breaking matches
- Fixed first click going previous direction in Online
- Fixed UI Null pointers in menu
- Minor Fixes for null pointers in Camera follow and player collision
- Added opening cutscene to Hit & Run
- 2 New Destructible Tiles in level editor
- Fix tiles in custom maps losing collision
- Leaderboards added to profile page (full game only)
- Steam deck support for runtime loading and cloud save
- Big Performance and Memory improvements
- Improved shader loading on game start (less blue pop in)
- Added improved region select
- Camera vertical limit raised for large stages
- Launch is weaker but can be used for the round entirely
- Fix car rings not being properly synced in Hit & Run
- Stage tweaks and fixes for spinning platforms and walls
- New startup sequence (Darkmode)
- Updated AI gamertags
- Fix able to makes buttons to change host player color on join
- Fix returning to lobby spawns extra player models
- Profanity filter applied to in game leaderboards
- Ultrawide fixes for level editor transition and profile page
- Added Cannon, Bomb, Saw powerups
- New Destructible and Power up Tiles in level editor
- Fix private toggle in match settings online
- Fix crowd avalanche visual and network issues
- Fix Playing anything then playing custom breaks level loading in that mode
- Pumpkin face (Originally launch week exclusive) now available in October
- Bonk Hammer more aggressive
- Fix image effect issue if two challenge rounds are played back to back
- Resetting position in Race, Custom Preview removes powerups
- Ramps added to quadrant race to jump lasers
- Added more safety rail to stages
- Fixed Button Activated Gates
- Added solo leaderboard (Full game only)
- Add the bomb powerup to explosive pile for Easter egg (Hit and Run)
- Movement balancing and clamping
- Classic AI Improvements
- New challenges
- Fix UI Navigation issue in race local multiplayer select
- Fix toggle coms
- Fix broken wall collisions on boss diamond stages
- Improved visibility on guide arrow in hit and run
- Update text on level up and end screen UI to TextMeshPro for improved resolution
- Fix swapping from solo to local multiplayer causes "Press enter to start to disappear"
- Lower causing chaos achievement to 2500 rounds
- Add prompt to local player select on how to add other players
- Fix direction arrow being visible after death
- Added more weight to player so movement more controlled
- Make all modes available from start (FULL GAME)
- New Stage Unlocks added
- Fixed fog rendering
- Changes made to existing stages
- Stage decoration and theming added
- Hit & Run no longer perma death in coop
- Falling in water damages jelly (HIt & Run)
- Change "Control" boss round to be based on timers for each player so we don't have the weird counting
- Fix being able to disable all boss rounds and have boss only enabled
- Fix triggers on Xbox One controllers player select face nav
- Fix shield flashing when collected
- Fix challenge progress tick sfx
- VR headset face added and replaces Astro face unlock
- New Hit & Run Stages
- Rendering Improvements (Vulkan Support)
- HBAO Performance
- Motion Blur
- Color Correction Adjustment
- New analytics platform (Unity Analytics - Gaming Services) + Removed "Game Analytics"
- Fix Cars despawn early (Hit & Run)
- Hit & Run Stages Updated with Scenery and Props
- Updated Water shader
- Fix slime colors wrong on first street (Hit and Run)
- Make it so first frame on startup is the jelly loading screen (Xbox and other slower devices)
- Fix Cannon tile broken if you place in editor and then change it, the canon remains.
- Fix was doing 4 boss waves instead of 3 in Hit and Run
- Add explosions to opening cutscene (Hit & Run)
- Fix losing xbox controller focus on menu Start (JB Classic)
- Add motion blur toggle in settings
- Swapped Discord button and Profile Button (to more easily hide the discord button on non-pc platforms)
- Disable the water tutorial in classic
- Disabled Demo Message every other match (Classic)
- Water added to Races
- Added Water to some Classic stages
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Jelly Brawl V 1.5.2
- "Gooey" challenge round changed to "Edgy"
- Guard rails added to confusing holes
- Added coin and street leaderboards to Steam
- MANY Hit and Run Bug fixes and balancing changes
- Increased shadow strength to improve depth
- Removed region select
- Levels altered for 10% faster leveling
- Many More bug fixes... (full list in discord)
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Jelly Brawl V 1.5.1
- Race Maps Slightly Altered to Make Easier
- Water no longer takes coins or kills you in Hit & Run
- More Cops Spawn Following Rounds 5 and 10 in Hit & Run
- Fixed Joining by code or hosting room after attempting one before
- Fixed Sound Effects playing multiple times for non-host players online
- More bug fixes
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Jelly Brawl V 1.5
- Networking updated to Photon Fusion
- Graphical improvements to shaders and lighting
- Removed Dependencies and Improved Stability
- Smaller Size on Disk
- Many Small Bug Fixes
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Jelly Brawl V 1.4.4
- Fixed Hit & Run slime
- Fixed Hit & Run cars spawning incorrectly
- Added destructible environments to Hit & Run
- Adjusted camera movement in classic
- Fixed Destructible in online
- Other Small Bug fixes
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Jelly Brawl V 1.4.3
- Added daily exp reward!
- Destructible props added to stages!
- 3 New Achievements!
- Tutorial and classic pop ups updated!
- 2 New Challenge Round types (Retro and Gooey)!
- Challenge Rounds more common
- 5 New Levels (Max level cap level 40)
- New particles and sounds
- New Jelly Brawl profile section showing current level progress and upcoming unlocks
- Added Jelly Brawl news section
- Bug fixes and more!
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Jelly Brawl V 1.4.2
- Fixed issue with local player select showing online player select
- Fixed graphical issues in opening cinematic
- Updated challenges UI
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Jelly Brawl V 1.4.1
I'm back to roll out multiple new updates that aim to overhaul Jelly Brawl's visuals and content!
I've Overhauled the Networking!
Many have commented on the networking being subpar and I've been aware of this. Over the past couple months I actually have had the chance to work on a lot of networking based projects and have been able to take what I've learned and apply it to Jelly Brawl's networking. With this update you should see reduced lag online and proper authoritative servers with rollback like a true fighting game.
I've Also Continued the Total UI Overhaul
With a more clean design to the online lobby showing only your player select and other players to the right of you
Bug Fixes
Plenty of fixes as well as performance improvements have been implemented such as controller inversion working online and the resolution select not containing duplicates!
As I said, more is yet to come including:
- More UI redesigns
- More unlocks
- And possibly a new platform to play Jelly Brawl on!
I'll have more to share with you on these soon.
Stay tuned! I've been busy but Jelly Brawl is back baby!
- Cole
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Jelly Brawl V 1.3.4
- Modes unlock faster (Race unlock at level 5, Custom/Level Editor at Level 7, Hit & Run at Level 9)
- Fix camera bug in local multiplayer
- Added guide arrow to Hit & Run to show where the flag is
- Fix Level Up Text not always being visible
- Fix some stages color variations
- Level balancing. It is now significantly faster to level up. (This update may level you beyond where you were last update)
- Changed some localisations to make objectives more clear
- Fix infinite rainbow bug
- Improved player collision on races (to prevent wall glitching)
- Add Discord badge support
Jelly Brawl V 1.3.1 / 1.3.3
- Added custom stages only toggle to Custom mode!
- Add Cannon and Gate tiles to Level Editor
- Laser instantly kills you instead of catching you on Fire
- Fire can be put out by quickly rolling around
- Fix color changing in tutorial
- Fix split screen in Classic mode bug
- Fix color variations in Splitscreen
- Fix camera following everyone on other players screen in splitscreen
- Fix disable upload if the map is not created by the active steam user (prevent reuploads on steam workshop)
- Fix Jelly paint not working in local multiplayer
- Fix Gauntlet color variations issues
- Increase camera height restrictions in classic and custom (resolves issues in custom stages sometimes being too large for camera)
- Fix color variations on saw level editor tiles
- Fix pressing online breaks UI in Classic when entering local lobby
Jelly Brawl V 1.3.0
- Holiday Event (Reindeer/Santa Hat and Snowy stages available during December)
- Steam Workshop Support (Upload your custom stages)!
- Fix max level 20 bug
- Fix Powerups not delete in level editor
- Fix Conveyor Height in level editor
- Fix Fog in custom stages
- Improved Online lag compensation (Other players snap less)
- Fix Level Editor being locked on load of game (in Steam build)
- 5 New Tiles in level editor
- Added random color variations to Classic and Race mode!
Jelly Brawl V 1.2.1 / 1.2.2
- Death reset in Race solo removes bodies and resets time for perfecting runs
- Fixed Early Access to Level Editor bug in full game
- Fixed Flag being cheatable on Quadrant
- Added server region player count to match select screen
- Speed up Classic and Hit & Run Level transitions (less time on progress bar if game in progress)
- Other small bug fixes
Jelly Brawl V 1.2.0
- Jelly Brawl: Classic - Online expansion support
- Local True Splitscreen support in Race and Hit & Run (Seperate screens for each player)
- Fixed Hit & Run restart in multiplayer (Local and Online)
- Fixed Online Alert Status translations
- Other small bug fixes
Jelly Brawl V 1.1.7
- Fixed challenges appearing that are not completable given level
- Fixed sudden death no enemies bug
- Fixed inverted controls not resetting after challenge round
- Added region select to online match select
- Fix wrong boss round being shown/played based on map loaded
- Fix level editor music playing on leave level editor
- hit run shop icons more descriptive
- hit run construction cost 10 not 5
- Fix level editor tile name text
- Fix shops facing wrong way Hit Run
- Added functionality to use on screen prompts to swap fab in level editor
- Rebuilt MacOS fixing missing translation issue that broke UI
- CPU Not immeaditly winning in clasic Versus bug fix
- Fix Lorge pacifist Steam unlock
- Online boss round failures (Some scenes have been patched to prevent this please report any new ones)
- Custom Match Menu Translations Missing fix
Jelly Brawl Classic V 1.1.5
- Language Packs Added!!! (Chinese (Simplified), Russian)
- Control, you are now required to be in spot for a second before gaining points.
- Remove Jelly Flatening from bonk due to confusion and bugs
- Lower default volume level
- Update mode button images
- Moved back button to left side of screens
- Moving platform tweening improvements
- Fix players stealing shields
- Change fists no longer break shield
- Fixed the infamous Jelly grows in slow mo bug (Sad cause I enjoy it)
- Upgrade burst compiler (Stability/Performance improvements)
- Upgrade Text Mesh Pro (Stability/Performance/Fedility improvements)
- Fixed an issue with pausing and Auto Destroy component. Timeout reset on resume
- Big Hit and Quick Kill Exp is only awarded to user account in local if performed by player 1
- Many Other Small Fixes
Jelly Brawl Classic V 1.1.2
- Fixed some sfx not changing based on settings volume (Fire, lasers)
- Fixed tutorial UI to represent current controls
- Fixed mouse clicks pulling other players using controllers in local multiplayer
- Fixed shields not removed after falling (in local multiplayer you could keep a shield after dieing)
- Fixed wrong awarding of round win to players who died by hazards
- Moving box stage player 2 spawn changed to not be on the box
- Fixed End Round UI after Flood round and timer runs out
- Added official Discord rich presence support
- Added arrow for player when using mouse similar to controller guide
- Added popup tutorials for powerups
- Fix player movement after hotswapping from mouse to controller
- Fix Round not ending when playing local multiplayer with AI
- Fix not moving on conveyor start
- Hold enter to start game added (this lets you bounce around the lobby using keyboard if player 1)
- Added Bonk hammer squishes you flat
- Button press animation smaller so feels more responsive
- Added new button sounds
- Fixed vibrations on menu
- Fixed Jelly not dieing by sawblade on menu
Jelly Brawl Classic V 1.1.1
- Fix Main Menu UI not loading properly
- Fix Steam Callbacks reloading
- Fix Quality settings inconsistent applying (especially in Tutorial)
- Fix Null Reference input bugs on Keyboard
- Fix Shield Null Reference
- Fix End screen Null Reference on Flood
- Press Start screen sets the controller used to be party leader (fixes issues for those stuck at press start...hopefully)
- Fix Escape UI prompt overlaying other prompt
- Fix challenge rounds not contributing to challenge
- Player Mesh optimizations
Jelly Brawl Classic V 1.1.0
- Fix Enemy Fire Death not registering
- Opening cutscene improvements (Credits, props)
- Flood invisible wall pushed back
- Laser Hazard added!
- New Menu Laser Scene
- New Laser stage
- Fix dead enemy collisions
- Removed particles on inverted mouse - Fix clicking outside buttons losses focus and loses controller select
- Revamp settings menu to improve controller support (buttons to navigate sliders and dropdowns)
- Moving platforms physics improvements (Position/velocity calculation improvements)
- Added Player on Fire sound
- Improve Player Death particles
- Added Laser sound
- Added Modified Level Editor Theme Playing during scene transitions
- Change: If time runs out in solo and you are still alive it counts as win (not game over)
- New challenges added!
- Added boss round incoming and challenge round incoming noises
- Opening Steam Overlay pauses game
- Improved ingame UI, text effects, and transitions
- End screen shows experience before and after multiplier with animation
- UI Particle effects! Added to level up and challenge complete
- Fix Enemy percents not destroying after death
- Challenge Rounds! 1/10 chance of a challenge round occurring
- Inverted Challenge Round (The only challenge round available in Jelly Brawl: Classic)
- Normal round earns 50 exp, Challenge round earns 75 exp, Boss round earns 100 exp
- Camera improvements in Classic (Clamps increased to allow more visibility)
- Analytics overhaul! Discord can now receive realtime updates
- 2 New Stages!
- Powerup spawn rate reduced
- Reduced fog
- New Fire Hazard!
- New Menu Scene
- Improved controller handling! (Pause on disconnect and re-connection handling improvement)