Fun but unfortunately the game is too hard. The player is supposed to wall jump but the jumps seems impossible. Maybe you could add a tutorial video? The animations look good and the music sounds good, however the blue background is just boring. A futuristic platformer like this needs an interesting environment.
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Maximum Velocity's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Audio | #416 | 1.750 | 2.333 |
| Gameplay | #470 | 1.583 | 2.111 |
| Overall | #496 | 1.500 | 2.000 |
| Graphics | #499 | 1.583 | 2.111 |
| Innovation | #525 | 1.333 | 1.778 |
| Theme interpretation | #557 | 1.250 | 1.667 |
Ranked from 9 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
GitHub repository URL
https://github.com/Daragard/maximum-velocity--game-off-2025
Game description
A synthwave style movement platformer about maintaining speed and finding the best route to clear the level as fast as possible.
Theme interpretation
Art (with the exception of the player character) has a synthwave style to it and uses music that nods to the style of synthwave. The RADIALS (which appear in later levels) use a pulling and pushing wave to pull the player in or expel the player out.
Comments
Well done on this Daragrad! The overall quality of the game is good.
The wall jump/rebound as a core mechanic is quite difficult... it does remind me of celeste... but with Celeste you can hold on to the edge to jump off it - as I recall. And perhaps some kind of visual signifier would help with your game to indicate when a wall jump is possible?
I wonder as well how to make it more original... what could set it apart from games like Celeste?
The levels are designed well and aesthetic is good :)
Hi Tom:
Thanks for the feedback! Yes, the game did take a bit of inspiration from games like Celeste and Super Meat Boy, but I was going for more of a speedrunning feeling overall. About the visual signifier for the wall jump... maybe an quick animation that shows the player facing away from the wall? I don't really want the player to be holding onto the wall because that would slow down the pace of the level. In regards to making it more original, I think that considering more level mechanics and unique abilities of the player would be a cool to add in the future. I like the idea!
Fun platformer with a lot to love. I particularly enjoyed the charming "story" sequence at the beginning.
Unfortunately I did get stuck after a while and couldn't get past level 1-5. I think my biggest complaint here is that I don't really understand how the speed-boost works when you jump on the ramps (although I did get kind of used to it after a while). It feels very inconsistent to me and sort of looks like I'm getting launched by some sort of launcher rather than getting a jump boost from my own momentum. Additionally, this game could benefit from some extra quality-of-life features like coyote time and jump-buffering.
Otherwise though I think there's something great here, and I had a really good time with what I did play! The music is great and pumpy, and I really like the smooth animations on the player character. Congrats on the game!
Hey Conor, thanks for the review!
Fun fact: the "speed boost" when jumping off of the ramps is actually a bug in the character controller script that I thought has cool mechanic implications. In level 0-4, I tried to teach the player organically that you need speed when going on the ramps. I struggled teaching that mechanic through the entire lifecycle of the game. Any ideas if ways to make that more clear? As for coyote time and jump buffering, there is actually both of those mechanics in the game. I'll take a look at if I need to re-adjust the timings of those after the voting period ends.
Thanks again for taking the time to write a thoughtful review.
Cheers,
Daragard
What I liked:
- the music
- GREAT LEVEL DESIGN
I'd probably like the wave thingies, but unfortunately, I didn't get that far and here's why.
It might be that I SUCK AT THIS GAME, but the bounce/jump forward walls felt really unfair and random to me. The issue could be easily fixed by making it either a bounce that u can miss or an additional jump that you can miss. I'm sure the way it is now is great for some hardcore players (speedrunners) who have time and skill I don't to time the bounce or jump forward the way they want. Unfortunately, I don't have the time to master this game. I'm sorry to rate you without seeing the main attraction (the wave pull/push thingy). That's why I'm giving you the benefit of the doubt (+1 star) in gameplay and theme than I would based on the fragment I've played (got stuck on world 1 lvl 5 as u probably guessed by now)
Hi darnOK:
Thank you so much for taking the time to write so much feedback! I'm glad that you liked the level design. That is what i really tried to focus on this time around. Right before I submitted the game, I thought about pushing the harder levels of world 1 back into a later section of the game. I probably should've done this. However, I was going for a bit of theming to the worlds where the first world was simple platforming and introduced the ropes gradually and then world 2 introduced the RADIALS as the core mechanic for that world. However, like you said, 1-5 and 1-6 (which is even harder imo) probably shouldve been bonus levels at the end.
About your solution to the ropes, I'm a bit confused what you mean by making a bounce or a jump that you can miss. Were you talking about adding an extra floor to the level or changing the programming for the mechanic?
Again thank you for the feedback!
Daragard







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