Devlog #1–1: The Beginnings of Jelly More

Not so magical, yet sensical!

jelly ssence
Zeroring Studios Devlog
2 min readSep 3, 2024

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I hesitate to call myself a “Muggle” (in the Harry Potter series, non-magical people are called “Muggles”), but to be honest, before embarking on this journey, I wasn’t particularly fond of games. All the mobile games I played were mostly for “R&D” — which, in my case, stands for Research and Development. However, within this team, I consider myself a serious gamer — someone who could be sorted into either Hufflepuff or Ravenclaw (though probably not Gryffindor or Slytherin since I’m not that eye-catching — but don’t get me wrong, I love every house).

I mention this because I’m one of the biggest Harry Potter fans. (Just kidding — but I do mean it!) Also, I wanted to show that our team includes a full range of different types of gamers. This diversity allows us to understand players from a variety of perspectives.

One day, while we were searching for the right theme and gameplay design, I spoke with one of our main developers. What he said to me was:

“Isn’t a game like magic?”

At first, I didn’t respond. But then, I realized he was serious about his answer.

“Well, I don’t know as much about the game as you do, but isn’t making a game like putting on a magic show?”

“In what sense?” I asked back, also serious, because I really wanted to understand his perspective.

“In two ways,” he replied.
“First, both games and magic need to make people feel immersed in the experience. Second, as creators, we have to make sure they enjoy it genuinely, not just with cheap tricks or desperate appeals.”

I nodded in agreement, surprised by his insight, but tried not to show it. Instead, I made a silly joke.

“Well, at least it’s not witchcraft.”

Long story in short, one thing we can assure you is that we started as very ordinary players.

Jelly More, the very first mobile game made by Zeroing Studios Inc.

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jelly ssence
Zeroring Studios Devlog
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