The TAS made it look so easy... I left hundreds of dead parkour men before I gave up about 75% of the way through. Some of the screen transitions into hazards were brutal on my old self's reaction time. Another checkpoint or two, and this would've been a perfect jam entry. Awesome art style, music, and general vibes. Please make more cool stuff!
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Thanks! Means a lot!
The TAS actually does some insane skips, a few of which are humanly impossible (some are humanly possible, but still not feasible for a regular playthrough).
I thought about adding more checkpoints, but decided not to. Last-minute idea was to make powerups act as checkpoints too, which made some screens easier, and some harder. For instance, the double jump powerup acting as a checkpoint meant that you’d have to learn how to do extended double jumps of screen-wide hazards, but I should probably have made a little more safe ground immediately to the left of the powerup, so you didn’t need to react right on the screen transition. But I guess an optional dynamic camera that follows the player helps with that a bit.
Adding more checkpoints, in my opinion, would make this game a little less challenging, and remove some sense of accomplishment when you finish a long obstacle gauntlet and collect a new powerup as a result. But I agree, not everything had enough polish, and some deaths may feel cheap.
Level design is probably my weakest link, and my goals for this jam were to improve skills in this regard and make a player controller feel agile. My previous games feel sluggish as hell in comparison.
Glad you liked the game!