depression 2025-10-07 00:17
Game's pretty far from the "Collector" theme, but dang. I'd say this is a pretty good "Mirror's Edge - inspired" game! Nice!
Foon → Ludum Dare Explorer → LD58 → Fragmentation
By flatgub
| Category | Rank | Score | Count | |
|---|---|---|---|---|
| Overall | 422 | 3.47 | 22 | |
| Fun | 174 | 3.70 | 22 | |
| Innovation | 703 | 2.57 | 22 | |
| Theme | 741 | 2.72 | 22 | |
| Graphics | 358 | 3.75 | 22 | |
| Audio | 374 | 3.21 | 21 | |
| Mood | 271 | 3.75 | 22 |
Game's pretty far from the "Collector" theme, but dang. I'd say this is a pretty good "Mirror's Edge - inspired" game! Nice!
Great game! I really like the concept and I think the mechanics like wall jumping and ledge grabs are very well implemented. Unfortunately I got stuck at the corner with the pipes (shortly after your third screenshot) and I wasn't sure how I was meant to continue.
Also a small suggestion, maybe it might be a neat addition if the checkpoint would also save the direction the player is facing. Otherwise they have to reorientate everytime they fell.
Mechanics are so good the collection part seems like an afterthought haha, was this a tech demo prior to the jam? It plays great! It might be worth expanding this into a whole game aside from the collection aspect
Love the movement! Very fun! Great job!
I liked a lot of this game. Movement felt fast and fun when running around in the beginning. Wall jumping is always super appealing, slide jumping is very satisfying. Exploring the area was pretty neat, and there were a lot of good "aha!" moments in the game. That being said, there were some relatively frustrating parts, too. The pipe-corner @le-don mentioned was very odd. The game went from a run-around fast kind of game to a very.. find the right spot to jump from and only do half-jumps part, which was an odd change of pace. Not saying it was unwelcome, but overshooting jumps and trying to short jump was a bit tough to adapt to.
I made it to the final door, but struggled A LOT with the final climb. Even though the 2 ledges seem like they should be the route up, I tried jumping from one corner platform to the other I'd say a good 30 times to no avail. I had to try so many different things to finally find something that worked consistently (I ended up starting and wall jumping basically pressed up against the wall) - but it was very satisfying to make it to the end, and I'm glad I stuck with it. Overall really well done, you know how to make the game feel very satisfying to move in.
@penumbrah - No prior work at all, this was all done in the 72 hours! Thats why its so short ahaha i spent so long on getting the game to feel good that i ran out of time to make the rest of the game!
@t-c @le-don - Yeah that one pipe jump is the only part of the game I truly regret. I added it while rushing out the level and while I knew it was sort of rough after testing it myself I didn't realise how bad it was until i had the game in the hands of some friends but by that point i didn't have time to finish it. If I *do* end up doing a postjam version thats the first thing i'm removing :sweat_smile:
Very satisfying game!
I have to agree with the others that the pipe-part was very out of place and frustrating. The controls are really not for this fine grained movement. I fell so many times just because of tapping WASD for a little bit after landing. Besides this, the game is great! The atmosphere and rough texturing is on-spot!
Keep up the good work!
Cool game! I really like the mood and ambiance. Adding a background soundtrack would boost the immersion. It’d also be nice if the character’s orientation reset to the saved state at checkpoints, instead of the orientation at death moment
The most important, the level design is impressively good, especially for a 72-hour submission!!!
Awesome game, I had a lot of fun! Although though some parts required finer movement than I felt the game really allowed. Maybe I would have separated made the "climb to ledge" button different from the wall-kick, because I found myself accidentally doing one instead of the other a lot. The timing of jumping and the momentum of the character could also be a bit unforgiving at times.
I thought the game progression was very well designed, and even though the art assets are relatively simple, you put them into a coherent aesthetic, which is a great move! Loved the brutalist building style, and it really fits the parkour vibe. Also, great job with the audio :)
Really liked the idea, but I wasn't good enough to get past the pipe corner :( the lack of air controls made it a little hard to recover some jumps, there were several points where I overshot the wall jump, and with no air control I couldn't pull the jump short to land on the platform, and had to wait to respawn. I think having a little bit of control over your air movement would have gone a long way, even if it was as simple as slowing the total velocity. That being said, will completely admit it's a skill issue and say great job :) I did have a lot of fun in the initial areas, the running/sliding mechanics felt really good
Great parkour game, though the character controller has quite a lot of inertia. It's interesting for some parts of the level, but for the more "precise" sections (like the pipes zone) it can get quite frustrating. Though the graphics are cool, the sound design is nice, the game feels great, that's pretty cool!
Well, the game is cool, the controls are responsive, and the atmosphere reminds me of BABBDI. But there are several problems. Why let the player place their own checkpoints and limit where they can be placed so much? It makes sense on the platforms at the beginning. But at the end, I don't understand why you can't place them after climbing the crate area? Especially since I never managed to do the second slide jump, and after climbing the crates 30 times, it's really frustrating. Next, “Edge Recovery” is cool, but the problem is that it doesn't launch immediately, and you tend to do another wall jump to try to get out of the situation. It should either be more responsive, or there should be an animation to indicate that it's launching. Finally, as mentioned earlier, Air Control is very punitive. A little more control would make the passage of the pipes less painful. But clearly the visuals and controls in general are cool, and the atmosphere works well. I prefer exploration games to speedrun games, but clearly this prototype has the potential for something bigger. Well done!
A brutalist parkour collectathon with fluid wall jumps, slides, and ledge grabs. Movement feels satisfying and precise in most areas, but some jumps—especially the pipe section—are frustrating due to limited air control and momentum. Despite its short length, the aesthetic, controls, and level design make it a polished, fun 72-hour jam experience.
I like the visuals, and the controls are generally good, but the combination of lack of air control and the double use of jump for hold to jump and hold to clamber means you're incentivized to hold space after a jump to make sure you catch the edge, but if you end up overshooting the edge just a bit you'll touch down properly, and them promptly and immediately throw yourself to your death. Combine that with the fact that you bounce on angled surfaces, and the pipes become an exercise in frustration as you either bounce off, jump off, or slide off and fail to clamber because you're avoiding space after last time you jumped off, to the point that it filtered me out.
That said, I consider it a good sign for a jam game to be fun enough that one singular misconsidered input combination is enough to sink it. Its not a difficult fix to make clamber the default when hitting an edge without holding space, and would single handedly clear up most of that problem space.
@profugo-barbatus I think its indicative of the fact that I perhaps didn't tutorialize it well enough, but for what its worth the ledge grab doesn't require you press or hold space at all! As long as you're holding W the ledge grab is automatic!