Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
(+2)

I thought my mouse was busted and felt like I was having an inferior experience compared to others, but now that I’ve learned it’s actually just a bug, I can write my thoughts, disregarding that issue.

I think level design is what’s really important in parkour/speedrun type games and this game truly nails it. It’s really cool how interconnected everything is, there was clearly a lot of thought put into it. The core mechanic is basically like taking the rocket-jump mechanic from other games and swapping the rocket launcher for a katana, and the implementation works great! It feels smooth, and the way it’s used as a traversal method in the levels is very unique.

Sometimes it’s kinda hard to judge where you’ll land, since it often requires turning back from the platform you need to land on, but that’s something you just have to get a feel for with practice, there’s just no way around it.

I’m also a big fan of the vibe and aesthetic.

Overall, it’s a really solid entry with a lot of potential for an even more extended experience.

(1 edit) (+2)

Thanks for such high praise 🙏 I did a sneaky little move and updated the game with a new build that fixes the mouse input not firing issue in the literal minute while the jam's time was being extended. You can give it another shot if you want :) I definitely feel like the movement can feel floaty a bit, should probably work on tightening a bit but I kinda feel numb to it now since played with jt so much