How Rocket & Oliver comes together: characters on paper first, then sprite sheets, tiles, levels, bosses and a lot of playtesting. This is a game in development, so everything here is still changing.
Every character and place starts as a marker sheet: shapes, poses, expressions and notes in the margin, long before a single pixel.
The chosen design becomes a full character sheet, then it is cleaned and cut into in-game animation frames. The sprites on the right are running live from the game's own sprite sheets.




The jungle civilisation that thinks Rocket came to steal their sacred crystals. Frogs with gongs, geckos, pterodactyl scouts, armoured triceratops guards, and at the top, the Turtle Chief.
The chief is our own little turtle, Tea Pet, turned into a ruler with his own aquarium throne room.
The Turtle Chief's meditation frames from his sprite sheet.
Chapter 1 goes from an illustrated map to parallax layers, a 64-variant tileset and levels built and tested in the game's own level editor.
Five parallax layers scroll at different speeds to give the jungle its depth. The home page hero is built from the same layers.
Every chapter ends with a boss fight in several rounds. These are the first concept paintings. Bosses are still being designed, so expect changes.
Each chapter opens with comic panels. In the first one, Rocket and Oliver crash-land in Lumen Grove, and the tribe decides they came to steal its sacred crystals.
The first logo was Rocket alone. When Oliver joined as the second hero, the game got a new name and a new logo with both of them.


New levels, devlogs and the day pre-orders open, straight to your inbox.