The visuals are trippy, cool but also disorienting, and the character design is really good and the controls feel tight, which is nice. The level design kinda feels counter-intuitive to building momentum, and sticking to walls and not being able to let go makes it almost impossible to go down certain sections without going into shock recovery, which I find extraordinarily difficult to do in the time limit unless you get lucky and most of the buttons are the same, which was extra rough when you randomly fly into the goo traps which freeze you till you go into shock mode. I also could not figure out where to go. After about a dozen attempts I managed to bumble my way to the end, but I felt like I was running a maze more than a speed course. Overall very good framework, I'm honestly impressed with some of the responsiveness of the music and the visuals and all that, I would just suggest an adjustment to the level layout so players have an idea where to go.
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CTRL_BREAK's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Jury - Asset Implementation | #6 | n/a | n/a |
| Jury - Game Design | #7 | n/a | n/a |
| Audience's Choice | #9 | 3.288 | 3.309 |
| Jury - Player Experience | #14 | n/a | n/a |
Ranked from 81 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Comments
Test level button is higher than the campaign one so I thought you're supposed to play the test level first lol and was very confused. Aside from that, very fun expirience, would play more, the theme is used very creatively. Personally I think the purple slime thingies hurt the gameplay a lot, because they disrupt very fast pacing of the game with moments where you just stand still. Arguably the same can be said even about the death minigame, IMO the game would feel nicer if it just instantly restarted the level once you run out
I don't get it. I keep dying in the test level after like 10 seconds or so and in the campaign I was able to only clear the first level. It is visually very busy to a point where I would say it gets hard to read. Literally in case of the explanations on the walls in level 1. The constant zooming in and out makes my eyes hurt. I was never able to input get the 8 digit you get before dying. I'm not even sure if my inputs got registered at all.
for people that don't like movement games, I think I get the frustration, the issue is that for everyone else lowering the difficulty would make dying a real rarity.
tutorial wise, because it's a gamejam there wasn't time to make a better one.
If you keep dying, but are willing to give it another chance, I've posted some tips in my other reply. I'll also say that sliding is really good for building up speed.
I’m tired. As soon as I saw the leaderboard and the developer’s name on it, I decided, just for fun, to try and take first place everywhere. Beating the test level was easy, but the campaign of three levels really made me sweat.
Along the way, I also learned a new mechanic. Maybe it was mentioned in the tutorial, but I don’t remember anymore. Because of it, the test level became even easier to beat.
Overall, it’s basically a parody of SpeedRunners. It feels great to run in it. The levels have multiple paths to the finish, and the music really "slaps" at high speeds. It’s a bit of a shame that you lose maximum speed fairly quickly because of parkour sections or walls getting in the way.
Now about each level:
Test Level: Loops and turns, and you can spot some boxes that weren’t used in the other levels.
Level 1: Lots of different paths. You can even skip the tutorial section and jump straight down. Precision matters here - one perfect jump can save a lot of time, while another can ruin everything.
Level 2: The longest level of them all. Also has several paths at the beginning, middle, and end. You can think outside the box and climb up a wall near the end. There’s also one trap a latex pit and a few others along one of the paths to the finish. They’re easy to bypass with enough speed and a good jump. A very enjoyable level.
Level 3: A joke level. The most annoying one for me. Right at the start, there are two paths. One is full of latex traps and a wall that practically wants you to fall into yet another trap. The other has spikes that drain your "stamina". There’s also a big pit where, after falling, your stamina usually runs out and you have to do a QTE. I never really figured out how to fall there quickly.
I probably spent more time on this game than on all the other game jam entries combined XD
All the levels are excellently designed. They maintain a strong pace and punish mistakes well. I think that’s exactly how levels should be in high-speed games (like Pizza Tower and its P-rank system). The fact that you managed to create levels like this in such a short time shows that you truly understand how the game should work and that’s awesome! <3
Really fun and well polished game! The art and audio are very good and I really liked the setting! The gameplay is quite addicting when you get the hang of it! The animations are also the cherry on top! The levels can be quite confusing and lack proper directions for the way to go, also there's not much time to complete the arrow minigame which make the game artificially harder than it's supposed to be.
Really fun game! I like the momentum based movement and it was fun to try to figure out how to navigate the levels faster. I do think a countdown would be nice on level start because I stopped to eat a piece of chicken and when I looked up I already lost my bar. User error, I know, but maybe the bar and timer shouldn't decrease until the player presses something? I also noticed WASD is supported, but not for the quicktime event when you lose your meter. I wasn't successful on that at all, but my brain is kinda fried from lack of sleep and forgetting to eat while crunching for the jam...
I also loved the art style and game intro sequence. The whole game is a vibe that I really enjoy.










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