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(2 edits) (+1)

Love the concept! For me personally, acceleration is too fast, as I know how to bhop in source games, I can barely bhop without flinging myself of the map! But the movement itself is nice, I just overdo it with speeding up and end up uncontrolled :)

Update: It fells a lot more controlled and smooth on native. Great idea!

Update 2: The acceleration is way too big when doing fast turns. I've done some KZ (CS Movement Maps) in the past (probably for a few 100hs, I have >6000h overall in CS:GO) and when I do a mechanic for fast single hop (a 180 to gain speed and then just a long strafe) I fly insanely far. Like easily passing some really long jumps. But it's fun anyways! I'm just not used to it :D

(1 edit) (+1)

Thank you! I've done a lot of bhop maps and KZ too.  Going back all the way to 1.6 and still play CS from time to time. I agree, I tweaked it a bit for native but I also found it harder to gain speed personally on wasm so I tried to balance that without creating difficulty settings.  I also noticed that 180 turns behave differently than in Source and when lowering the air accel too much you would just be unable to keep hopping when doing a big turn, which is another reason for it beeing a bit higher. I tried having it 25% lower and it seemed better for me on native but It was really hard on wasm with those settings, which  most players play, especially players new to the concept.

I also played around with uncapped framerate, no vsync and other smaller optimizations that might improve the feel but ultimately I had to prioritize during the jam and decided it would probably be better to have accesibility a bit higher instead of the game being too hard to even attempt to play for some setups/players.  These are things I want to make tweakable, especially for native, and improve in general after the rating period ends.  Thanks for taking the time!