Amazing work, I watched the video, if you had more time the game would be way better.
You're a suspect in a criminal case, running across rooftops, trying to escape from a detective.
If you can get far enough away from the detective, you'll get to escape, if the gap gets too small, you'll be caught.
The game has a leaderboard for players who want to show off their time, and a secret leaderboard, for players who are weird and want to get more out of the game.
Contributors:
HelperWesley, As Game Developer
Ansimuz, Art Pack Creator
Lightspeed6, Music Creator
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This game was made in 48 hours for VimJam5.
Amazing work, I watched the video, if you had more time the game would be way better.
So, I came here after watching the video, so I can appreciate how parts of this game came to be, that being said I have thoughts about the game.
+ Start menu is great
+ Decretive assets are well-placed
+ Character feels nice to control
- Layouts can repeat too often, I got the same 2 layouts 4 times in a row
- Some layouts feel like they weren't balanced to spawn cleanly next to each other in terms of object placement. Some jumps or slides at the end of one layout sometimes lead to a forced collision or awkward near miss in the start of the next layout. Though I don't know if this is the problem or if it's the layout themselves since I don't know what the layouts look like on their own.
- I would have liked to have variable jump height, idk if it's in there or if I'm just crazy, but if it is in there then a lower jump threshold.
- Some ledges were too close to the end of obstacles you had to slide under, and this felt REALLY bad until I realized there was coyote time. But most players won't clock that and just feel the misery.
- I get the effect of bumping into an object and getting fully stopped and placed at the start of the obstacle, but in a game centered around forward momentum, this feels pretty bad. I understand it's meant to be punishment for hitting an obstacle and it's not supposed to be rewarded, but I would have really preferred if it slowed the player down a bit and have the player blink until they move forward enough to not be colliding with the obstacle anymore. The way it is now can cause a situation where the player gets frustrated and repeatedly hits the same obstacle because they are sent to the beginning and rather close to the obstacle with none of the momentum they had before, and getting passed it becomes a bit of a slog in this game about speed.
All in all though, this came out really great for the time you had to work on it! Can't wait to see what's next ;)
Thanks for the feedback!
There isn't just coyote time, you can run/slide off a ledge and jump in mid air for more control, though that isn't explained anywhere in the game itself.
I told myself that I wasn't going to come back to this after I put it out there, but I have a fair list of feedback from people, and it feels wrong not to put that to use. So I will probably take a weekend and do another pass on it.
Currently I plan to add more chunks to the randomization, and tweak some of the positions of parts at the beginning of the chunks so they match better. As well as reducing some collision mask sizes and increasing the contrast of some of the obstacles, so they're more obvious.
Getting 4 of the same chunk in a row sounds awful, I could definitely add a variable in there to prevent the same chunk from spawning twice in a row, which isn't a perfect solution, but it's easy and would prevent 4 in a row from spawning. 😅 It never happened to me during playtesting, so I never even thought about it, so thanks for bringing that one up. 🤔
It a nicely thought and put game, given the very short dev period.
If you ever return to polish it, iframes on damage would be a nice addition.
Amazing job.
I like the art but the way the obstacles are done is really annoying and it gets repetitive.
While the idea is nice and has a lot of potential, a lot of obstacles blend into the background, making it difficult to tell what's just apart of the background and what you actually have to avoid. On top of that, a lot of the hitboxes are way too big and a lot of the time running into obstacles feels like it's the game's fault and not mine.