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(+1)

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
(+1)

Thank you for the feedback.

You are quite on point on what was rushed and what I did pour most of the time into. I spent around 5 of the days on making the character controller and the model for the character while I only had around a day to make the camera usable. I was away for aproximately the equivalent of 3 of the other days of the jam so that left me with 1 day to make a map and add a win condition.

The map only uses a voronoi texture generated by blender and to be honest, I know the visuals could have been a lot better if I had spent more time. And as for it's design I wasn't really inspired and I was running out of time so I tried to hack something together. I did try at first to guide the player with volumetric lights but those broke at certain angles so I scrapped them, then I saw the time ticking down and stopped putting lights all together. 

The firefox issue only happened on itch.io and as far as I was told it may have been engine related so sadly I can't fix that. The linux version was compiled on Arch which I updated the same day of the deadline (and that did update glibc) so the issue was with my setup having compiled the game with a version that is way too bleeding edge for any normal distro, I apologise. As for the windows one I didnt have the time to test, I am also sorry about that one.

But I am glad you found the movement nice and the player model cute. Those were the parts I focused most on and I most proud of. I will probably revisit this in the future dedicating enough time and care for the rest of the game without the pressure of a gamejam.

(+1)

Yes, yours is not the first game I tried to play with the same mouse issue on FF, that's definitely not your fault. And for the windows build crashing with wine, well, even less your fault, as it looks to me that wgpu is calling into a stub DLL (not yet implemented in wine). I was simply dutifully reporting what worked and what did not.


As for the general criticism, I want to make clear that it's a very solid result for a single-dev game. Good job! Budgeting time is something you have to learn the hard way!

Thank you for taking the time to evaluate the game still. I appreciate it.