The controls are intuitive and the responsiveness/physics simulation of this parkour game feels pretty good overall.
The player character model seems to have had a lot of attention and is pretty cute. I've counted 6 different animations and they are all pretty well made. It must have taken a lot of time to work on that, which unfortunately probably did not leave much for the rest of the game.
The map itself feels rushed, and is pretty confusing with no indications of where to go next. The moment you find yourself getting some speed by sliding down a slope you end up launched far beyond where you're supposed to land which definitely kills the momentum and vibe of the game. The 3rd person cam also does not help to get your bearings, but that's minor. Thankfully you can hold jump to fly and cut huge portions of the map, directly to the goal. (If you find it)
I'm also not a big fan of the... color vomit used to texture pretty much everything besides the player character. Pardon the harsh words, but that's what it makes me think of. I get that it's supposed to evoke a non-descript, colourful, dream-like world, but the end result is really not to my taste.
I guess once you've completed the map a first time by flying right to the end, you can improve your time by actually following the proper path, but even then I'm sure you could cut through a lot just by flying off than crouch/glide to fall extremely fast to the end.
First successful run: 129s
The web version on Firefox (147.0.1 64bit) was unplayable because camera would lock into looking straight up and spinning around wildly on any mouse input.
The linux bin failed to start on my machine with
```
./extremely_incohesive_fever_dream: /lib/libm.so.6: version `GLIBC_2.43' not found (required by ./extremely_incohesive_fever_dream)
```
(I'm on NixOS, and running it with `steam-run`, so, granted, that's a pretty fringe setup)
Running it through wine also crashed with
```
0024:fixme:ntdll:NtQuerySystemInformation info_class SYSTEM_PERFORMANCE_INFORMATION
2026-02-16T13:04:44.619999Z ERROR wgpu_hal::auxil::dxgi::result: create_factory_media failed: 0x80004002
vkd3d:0024:fixme:d3d12_device_CheckFeatureSupport Unhandled feature 0x30.
vkd3d:0024:fixme:d3d12_device_CheckFeatureSupport Unhandled format 0x68.
vkd3d:0024:fixme:d3d12_rtv_desc_create_rtv NULL resource RTV not implemented.
vkd3d:0024:fixme:d3d12_fence_init Ignoring flags 0x1.
0024:fixme:d3dcompiler:D3DCompile2 Ignoring flags 0x800.
vkd3d:0024:fixme:hlsl_fold_constant_exprs Fold "reinterpret" expression.
vkd3d:0024:fixme:spirv_compiler_get_descriptor_binding Could not find descriptor binding for type 0, space 17476, registers [0:0], shader type 0x5.
vkd3d:0024:fixme:spirv_compiler_get_descriptor_binding Could not find descriptor binding for type 0x1, space 17476, registers [0:0], shader type 0x5.
2026-02-16T13:04:44.778695Z ERROR wgpu_core::indirect_validation: indirect-validation error: ComputePipeline(Internal("Call failed. (0x80004005)"))
2026-02-16T13:04:44.785402Z WARN gpu_allocator::allocator::free_list_allocator: leak detected: { memory type: 0 memory block: 0 chunk: { chunk_id: 3, size: 0x10000, offset: 0x80000, allocation_type: Linear, name: (wgpu internal) default external texture params buffer, backtrace: disabled backtrace }
}
2026-02-16T13:04:44.785911Z WARN gpu_allocator::allocator::free_list_allocator: leak detected: { memory type: 0 memory block: 0 chunk: { chunk_id: 2, size: 0x80000, offset: 0x0, allocation_type: Linear, name: (wgpu internal) zero init buffer, backtrace: disabled backtrace }
}
thread 'main' (36) panicked at /home/Bley/.cargo/registry/src/index.crates.io-1949cf8c6b5b557f/bevy_render-0.18.0/src/renderer/mod.rs:470:76:
called `Result::unwrap()` on an `Err` value: RequestDeviceError { inner: Core(Device(Lost)) }
```
The only way I found to play the game was to run the web version in chromium