A downloadable game for Windows and Linux

Momentum-based 3D runner/platformer about never. ever. stopping.

Challenge yourself to explore and navigate, at-speed, to find the tools you need to progress.

Playing with a gamepad or controller is highly recommended
For those that don't have one available: WASD to move, Shift replaces RB, south face button is Space, west face button is C

(Student project, so any amount of feedback is highly appreciated)

Updated 1 day ago
Published 2 days ago
StatusReleased
PlatformsWindows, Linux
AuthorSara
GenrePlatformer
Tags3D Platformer, Fast-Paced, Godot, Indie, Runner, Third Person

Download

Download
going-linux-x86_64.zip 83 MB
Download
going-windows-x86_64.zip 88 MB

Comments

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The game is fun! Gives the vibe of running platformers like subway surfers, but proper 3D and with more freedom on how to run, which I liked a lot. 10/10 concept, but the execution could use some tweaks.

Here's what I think would make it better:
> A pause menu, so we don't have to quit by using task manager.
> Tutorial is neat, but it shows controller buttons even as I'm playing on keyboard + mouse, which was confusing. So showing both would be nice.
> Some background music and sound effects on powerup pick-ups for better vibes

A bit of sound design and visual communication on what inputs are being pressed would go a long way to make it *feel* right and ground the player. Needs a pause menu; and I'm not even sure if there was a way to quit from the main launch screen but I didn't see it.

I'm wondering if there's even any kind of penalty for jogging in a gentle circle for hours while I think.

The combination of making the player feel hurried while they're still trying to work out the controls is, I think, a bit too much. Similarly, the first real obstacle (the maze) is too claustrophobic which makes it hard to tell where you're going or find a route intelligently.

You could try reversing the motivational force; instead of a stick (you die from standing still), carrot (you get points for going fast and covering new ground)

It's also tricky to tell what surfaces I can run up and what I can't. I backtracked through the maze because I didn't visually parse that I'd been locked in.

(1 edit)

Seems like a really fun concept! Running games are great for that adrenaline hit. I had a few issues and couldn't finish it, though.

I played until the second jump (when you have to go from the bridge to the ramp to exit the brickstone maze, after acquiring the jump). It may be because I have an extremely old controller, but I couldn't make the jump work while using it. I found the timing a bit weird and hard in the keyboard as well. If these additional power-ups could be mapped as a single button then the input would be easier.

Additionally, a pause menu would be great, since while I was puzzle fighting with the inputs then animation of the trees raising was stressing me out. The menu would also be a great spot to put the controls (both for the control and the keyboard) available.

And if possible, giving the option to move both with WASD and arrow keys is always great, but that's already my own personal preference, haha.

I reached the game's end, but I think a message at the first bridge telling you about power-ups would be really useful. There's really no way to know you have to find them, especially when the bridge jump seems doable if you get momentum right. Other than that, the levels were just about the right level of difficulty where they're doable but not so easy that you blast through the game.