

cool concept BUT:
- slide is kinda OP, u can spam it and be almost invincible with that speed
- too low TTK, sometimes u cant even tell what happened. try x2 HP, i'm certain it will be less frustrating and more interesting to battle without all that back-rat-kills. imo movement games must be skill-based and less luck-based, so high TTK is more suitable.
- add shot tracers it will be much much much better for battle awareness, to see current situation of enemy locations more clearly
- grapple is so useless it does nothing and literally kills you slowing you down, u cant climb on tall structures or gain speed (only if grapple enemy but its very rare)
- pickups are not so visible in such colorful environment, try add a big glowing or pulsation to them
- camera jiggles on weapon swap
- more verticality and floorness in maps is desirable too utilize all that movement
- make hit-cross-ui red so its more visible. ability ui is not so visible too, make it bigger and different colors for used and ready to use ability
- add step and ability sounds
ive been waiting for such movement fun game for a long time so i hope you will balance it to make gameplay fluid
one of the best movement games here, shame graphics is too dull dark and few levels, and i wish it to give more points to grapple and dash to have even more fun :\
did you used any assets? if you made all yourself consider upload a movement system to unity store?
idea: if you combine grapple with dash in one input, there will be a room for shooter mechanic on LMB - (set Grapple and Dash on same button, RMB. if its fast click, it makes a DASH. if its held longer, it GRAPPLES from slower pull speed then dash, but accelerates to much higher speed if pull is long enough in time.)
step by step ofcourse. just showing potential gameplay to convince u :)
yes, basic physics, controls improvements, and online are first priorities.
https://t.me/DarthGod heres my telegram to discuss it more specifically
Game modificators that can be used in building modes, campaign, or just added manualy before the match.
Walls and/or ceiling.
Table has an only hinge under the net so it can lean by ball's force and/or player controls (player has control over the table only after enemy touches the ball and looses it by his touch)
Jigsaw table relief (different patters can be used)
Table changes his surface in real time by random pattern (table curve, lean, jigsaw patterns).
A number of trigger-objects that are placed on the ceiling. Touching the ball triggers pinata to pop and drop down an object that changes table surface, causing unpredictable bounce of the ball. Player can remove those obstructions from the table with his racket.
Net changes its height for each player when ball crosses the net - depending on score. The bigger a winning difference in points, the higher the net for the player.
Objects as net, that can be dropped over or partially broken in some way (coffee cup, books, racket, cubes, vase, jenga, egg humpty-dumpty, fan, spinner (every time ball crosses the net it spins in that direction, force depends on balls speed)
I think this should be enough for the start 😎
Theres an early mockups:
https://drive.google.com/drive/folders/1WB80sRk3-Hf96W7YowxJf1LwzymauxUn?usp=sha...
So what do u think, are u interested in this?

First of all theres no need to hold RMB to move racket, just move it with mouse and it will be 50% more playable.
Also theres needed a fullscreen mode to test and adjust table and ball sizes.
I think circle rackets are not the most comfy option to start, im suggesting to make a normal vertical rectangle racket and control the angle of it by MouseWheel and/or LMB-RMB (racket spin needed to be smooth, not instant angle change if possible).
Additional controls that might be needed in future:
- camera size adjust (W-zoom, S-unzoom)
- return racket in vertical state (SPACEBAR/MMB)
For tests would be nice to have adjustable physics options before the match:
- racket-ball bouncyness
- racket spin speed
- racket friction/ball spin multiplier
- racket-table-ball size
When ball is out of screen, a dynamic edge indicator will help a lot (further the ball from edge - smaller the indicator).
For online matches there might be needed a racket speed limit for balancing.
FINALLY SOMEONE MADE SIDE VIEW PONG!
ive been carrying this idea for a long time, why theres no a decent side view pong game? even this early prototype shows its a working concept.
the size of ur game is insane. have u plans on this concept? it could be cool addictive online PC indie-game. ill be happy to help with vector art and gamedesign, i love ping-pong and i want to bring a new game feeling of it. different rackets, different stuff as a ball, physics, addictive mouse controls, campaign mode with additional mechanics.