A downloadable game for Windows, macOS, and Linux
Can you make it to the destination fast?
Traverse the city, but not in the usual way - instead of walking, you will be jumping from rooftop to rooftop, from platform to ledge, and making use of your parkour abilities to outrun any mere mortal.
While in the air, move diagonally and turn slightly to gain momentum. The more precisely you execute the strafejump, the faster you can go, even around corners. Make use of your Mirror ability to go upside down and bend the laws of physics to your whim.
A Pacifist Jam (Honest Jam IV) game
Created by Outfrost (itch.io) (twitch)
With music and sound design by Marek Domagała (itch.io) (youtube)
(Plus sound sample by HonestDan)
- W A S D - move
- Space - jump
- E - Mirror
- R - quick restart
- Backspace - back to menu
|Platforms||Windows, macOS, Linux|
|Made with||FL Studio, Godot|
|Tags||3D, Cyberpunk, Fast-Paced, First-Person, Parkour, Runner, Short|
|Average session||About a half-hour|
|Links||Source code, Community|
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Kind of like the ol' Quake2 jump maps. As a Quake vet, I couldn't quite get the hang of the strafe jumping. It's a bit different from how the Quake series handles it. It seemed to either not do much or accelerate at a ridiculous rate causing me to overshoot platforms, but I appreciate the effort to create momentum based mechanics!
Unfortunately, the jump was super unreliable (especially when up against a wall), making it needlessly frustrating. I'm guessing you're checking if you're on the ground the frame you press the jump button, and sometimes you're not. I prefer the quake style jumping where if you're holding jump, you jump as soon as you're on the ground, so long as you've released and pressed jump since the last time you jumped. I did get to the end, though.
Thanks for checking it out! I had trouble getting the strafejump math to work. Should revisit that sometime.
Great point about the jump. It's been so long since I played Quake that I forgot that was a thing. Thanks a lot for the feedback!
If I recall correctly, the speed is capped using a dot product instead of a vector length of your current speed, so if you veer slightly to the side, you can get a little more speed than going straight forward, but, obviously, if you go too far to the side, you'll start countering your speed and/or go off course and slow down.
Nice one 👍 nice mirroring visual effect. nice music.
Can complete it without flipping world - very pacifist way to finish it.
The only thing this game needs to be perfect and violent challenge is statistics:
1. time tracker
2. max speed gained
But, speaking of violence, the voting-rating stage during jams is violent itself, even for pacifist theme.
Thanks for playing!