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(+1)

Having never played Counter Strike or done anything like this before, this game taught me a lot. Managed to make it to the checkpoint on Level 3 by 5:26 which I’m pretty happy with, but only after many, many failed attempts. The beautiful ocean sunset helped keep things calm and gave me something nice to look at as I launched myself into the ocean over and over again. Through sheer luck I managed to make it to the second last platform on the third level, but I think that’s as far as I’m getting. Surprisingly addictive, and the fast reset is definitely appreciated. I did have to turn up the sensitivity on my mouse to build up speed with any consistency, so some options for mouse sensitivity and FOV could be nice to make it easier to aim for platforms.

One thing I think would be nice was if the game reset your direction when you restarted, since it added an element of randomness to the initial position which made practicing more difficult. Also a “tutorial” area or just a large flat plane to practice on and try hit high speeds would be appreciated.

I also think you might have a bug in your timer that I encountered in my own game, where you get the minutes and hours by dividing the seconds and minutes by 60, and then displaying only the first two digits. However, I think the format macro then rounds the display, so after 30 seconds the minutes would be more than 0.5, and so it changes the display to 1. It’s not as noticeable in the minutes, but I was playing for just over half an hour and noticed the display was something like “Level 3: 29 minutes, Run: 1 hour 31 minutes”. I think I solved it by flooring the value before displaying it, and had to hardcore in an option so that it didn’t display stuff like “1 minute, 60 seconds”.

Personally, I found level 2 a lot easier than level 1, though I’m not sure whether that was just because I had gotten so much practice before starting it. Level 2 seemed to have much more variety in the paths you could take, which kept things from getting too repetitive and frustrating, and the wider platforms were much more forgiving to land on.

I did notice some unexpected physics, though I’m not sure if some of that was intended. I was using the auto-jump, and sometimes when hitting a platform I would maintain my speed, and other times it would randomly drop by a large amount, which seemed unrelated to the speed drop from hitting the edge of the platform. Also, the green orbs were particularly unpredictable, sometimes giving me a small boost, sometimes triggering multiple times for a massive boost, sometimes I would just bounce right off, and once or twice I managed to jump off the top of one. This was especially frustrating near the end of level 3, where one time I managed to get a speed of 96 by hitting the three orbs on the left in a row, whereas most of the time I would hit one and it would either launch me too far so I missed the platform or kill my momentum completely and leave me stranded.

I know a lot of this feedback is pretty critical, so I would like to re-emphasise that I had a lot of fun playing this, and wouldn’t have spent as much time on it as I did if I wasn’t enjoying it. I know how hard it can be getting 3D platformer’s movement feeling right, and I think with just a little more polish this could be really amazing!

(1 edit) (+1)

Thanks! I agree with your criticism and it's pretty cool to hear that you learned to bhop and made it that far.

Haha I suspected there were still some issues with the timer formatting. It's sort of a leftover from early development. I was hoping to replace it with a better way of formatting or different ui altogether at some point but never got to it.

The physics jank isn't intended, I tried to mitigate or resolve some of it but unfortunately didn't get to everything in this week.

I agree about level  1 and 2 balancing. Originally level 2 was 1 but I wanted the first level to be somewhat consistent and not as crazy so that the player can scale as they learn to control the speed and get better. The ramp makes much more sense in level 2 when jumping in so that was another reason. I was thinking the same though and agree that they need to be balanced a bit more and a practice area would be nice too!

Thanks again for the extensive feedback!