Deeper Combat
Expand the combat system with more depth, tactics, techniques, opponent behaviour and a stronger feeling of actual grappling progression.
I’m Callum Carville, and JiuJitsu Island RPG is a project I developed solo in my spare time. I started it because I wanted to push my software-development skills into a completely different sector and learn what it actually takes to move an idea from a game engine into a finished product people can install and play — with a healthy amount of vibe coding to victory along the way.
> DEVELOPER CALLUM CARVILLE
> TEAM SIZE 1
> BUILD TIME SPARE TIME
> OBJECTIVE ENGINE → PRODUCT
> METHOD VIBE CODE → TEST → FIX → VICTORY
> STATUS KEEP BUILDING_
For me, Callum Carville, the goal was bigger than simply experimenting inside a game engine. I wanted to work through the wider product lifecycle: designing the experience, building the game, adapting controls and layouts, preparing mobile builds, creating release material and ultimately getting JiuJitsu Island RPG into the hands of players.
I want to be transparent about the current scope. This is a base-level game, created entirely by me, Callum Carville, around work and everyday life. The focus has been on delivering a playable story, exploration, progression from white to black belt, memorable Jiu-Jitsu-inspired locations, characters, battles and the overall journey across the island.
It is not intended to pretend to be a huge studio production. The achievement for me was taking the concept far enough that it became a real, releasable app rather than leaving it as another unfinished prototype. There were plenty of moments of “that should work”, followed by several hours proving that it absolutely did not — but that is all part of vibe coding to victory.
The first release is the foundation. If there is a community that enjoys the project and wants more, I would rather invest future development time into the areas that make the biggest difference to the experience.
Expand the combat system with more depth, tactics, techniques, opponent behaviour and a stronger feeling of actual grappling progression.
Spend more time on music, sound effects and audio feedback so the island, battles and major story moments have a stronger identity.
Continue improving the responsive game code and mobile experience across different screen sizes, devices and aspect ratios.
Give the island more optional stories, strange characters, hidden encounters and reasons to explore beyond the main belt journey.
Possibly continue the story beyond the current end game, opening the door to new locations, opponents and another chapter after the player has proven themselves at the top.
Push the presentation further with improved battle screens, menus, transitions, animations and more consistent visual detail throughout the game.
Revisit the island layout, improve the flow between areas, add environmental variety, secrets and make exploration feel even more rewarding.
Add quality-of-life improvements, balancing, optional challenges, hidden content and more reasons to return to areas after completing the main journey.