Thank you! I've done a lot of bhop maps and KZ too. Going back all the way to 1.6 and still play CS from time to time. I agree, I tweaked it a bit for native but I also found it harder to gain speed personally on wasm so I tried to balance that without creating difficulty settings. I also noticed that 180 turns behave differently than in Source and when lowering the air accel too much you would just be unable to keep hopping when doing a big turn, which is another reason for it beeing a bit higher. I tried having it 25% lower and it seemed better for me on native but It was really hard on wasm with those settings, which most players play, especially players new to the concept.
I also played around with uncapped framerate, no vsync and other smaller optimizations that might improve the feel but ultimately I had to prioritize during the jam and decided it would probably be better to have accesibility a bit higher instead of the game being too hard to even attempt to play for some setups/players. These are things I want to make tweakable, especially for native, and improve in general after the rating period ends. Thanks for taking the time!
NicoZweifel
Creator of
Recent community posts
Thanks! I agree with your criticism and it's pretty cool to hear that you learned to bhop and made it that far.
Haha I suspected there were still some issues with the timer formatting. It's sort of a leftover from early development. I was hoping to replace it with a better way of formatting or different ui altogether at some point but never got to it.
The physics jank isn't intended, I tried to mitigate or resolve some of it but unfortunately didn't get to everything in this week.
I agree about level 1 and 2 balancing. Originally level 2 was 1 but I wanted the first level to be somewhat consistent and not as crazy so that the player can scale as they learn to control the speed and get better. The ramp makes much more sense in level 2 when jumping in so that was another reason. I was thinking the same though and agree that they need to be balanced a bit more and a practice area would be nice too!
Thanks again for the extensive feedback!
Thanks. It's a bit easier on native than web in my opinion. It just feels more responsive and easier to gain speed.
I am considering adding a practice/tutorial level later where you can just jump around and learn the basics. I was also considering difficulty modes but it was hard already to balance so I cut the idea for now. Another problem was that the speed in web is a bit harder to gain so I also had to balance that with native. Eventually I'd imagine the underlying settings like air acceleration would all be configurable for the player as it makes sense for the game.
Very cool watching this come to life and getting better over the course of the jam. The best entry I have played/tested so far. I observed some slight performance hiccups and I kinda want to improve the blood particles but this is a 10/10 jam result in my book. Thanks for open sourcing this! Overall a very inspiring entry.
I observed this as well with a 5070ti and 7950x3d. It happens in between rounds, I only noticed because frames dropped from stable 155-160 to below 100 which is noticable to me, the game seems a bit choppy for a few secs before the new wave spawns. I don't think it's noticable on the web as much though or with lower refresh rate monitors + mid/high end PC's it shouldn't be an issue either.
Nice! The end of level 3 is honestly a bit too hard still to beat somewhat consistently. I feel it's only possible if you gather insane speed and manage to keep it which is also a bit inconsistent still (I bumped the max allowed speed for level 3). I ran out of time to do more balancing but that is something I want to improve more. It was the hardest level to balance for sure.
Thanks!
Don't worry, it comes naturally over time. Don't feel pressured to do well, complete levels or play for speed at first, just focus on controlling the speed and hitting the platform you're going to, like taking one at a time and when u feel like u can control the speed, take 2 without overshooting etc, gaining speed just enough so you can jump where you want.
It's sort of like riding a bike. Forcing it too much will just make you do worse and get frustrated, if that makes sense.
To save time you can reset your character when falling down immediately so you can just continue hopping.
No worries if you feel like never trying again. I was expecting that this would be the case, as it is a niche game for sure and I wanted to make it enjoyable for people that got thousands of hours bhopping under their belt, as well as for people that wanna learn it.
Thanks a lot! I agree and am looking to make the game more configurable soon through the console and a settings page.
If you are bevy-savy, you can open the console, enable debug, find the settings in the WorldInspector and change them. It's probably easier to tweak the game locally at that point from source though.
I will be playing and working on this some more for sure. This is very valuable feedback, thanks again!

