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A jam submission

BevyHopView game page

A Skill-Based Movement Game, inspired by Counter Strike Bhop/Surf Community Servers.
Submitted by NicoZweifel — 1 day, 21 hours before the deadline
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BevyHop's itch.io page

Results

CriteriaRankScore*Raw Score
Execution#263.3183.318
Overall#373.0343.034
Visuals#403.1363.136
Audio#422.7272.727
Game Design#432.9552.955

Ranked from 22 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

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Comments

Submitted (2 edits) (+1)

Love the concept! For me personally, acceleration is too fast, as I know how to bhop in source games, I can barely bhop without flinging myself of the map! But the movement itself is nice, I just overdo it with speeding up and end up uncontrolled :)

Update: It fells a lot more controlled and smooth on native. Great idea!

Update 2: The acceleration is way too big when doing fast turns. I've done some KZ (CS Movement Maps) in the past (probably for a few 100hs, I have >6000h overall in CS:GO) and when I do a mechanic for fast single hop (a 180 to gain speed and then just a long strafe) I fly insanely far. Like easily passing some really long jumps. But it's fun anyways! I'm just not used to it :D

Developer (1 edit) (+1)

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!


Submitted (1 edit) (+2)

Alright im so terrible at bhopping, but i love that i was able to actually learn a bit with this. tbh when I booted this up, I was thinking "cool, but it doesn't seem thematically fitting". but after playing for around a half-hour (and I'll probably play more later) I totally get it. Every jump is chained together and your success rides on hitting every jump in perfect succession. I'm still only on the first level 2nd checkpoint lmao. Also in retrospect I also really appreciate the level design and how it's setup to teach you skills progressively. Really great job! I had a LOT of fun with this.

Submitted(+1)

Having never played Counter Strike or done anything like this before, this game taught me a lot. Managed to make it to the checkpoint on Level 3 by 5:26 which I’m pretty happy with, but only after many, many failed attempts. The beautiful ocean sunset helped keep things calm and gave me something nice to look at as I launched myself into the ocean over and over again. Through sheer luck I managed to make it to the second last platform on the third level, but I think that’s as far as I’m getting. Surprisingly addictive, and the fast reset is definitely appreciated. I did have to turn up the sensitivity on my mouse to build up speed with any consistency, so some options for mouse sensitivity and FOV could be nice to make it easier to aim for platforms.

One thing I think would be nice was if the game reset your direction when you restarted, since it added an element of randomness to the initial position which made practicing more difficult. Also a “tutorial” area or just a large flat plane to practice on and try hit high speeds would be appreciated.

I also think you might have a bug in your timer that I encountered in my own game, where you get the minutes and hours by dividing the seconds and minutes by 60, and then displaying only the first two digits. However, I think the format macro then rounds the display, so after 30 seconds the minutes would be more than 0.5, and so it changes the display to 1. It’s not as noticeable in the minutes, but I was playing for just over half an hour and noticed the display was something like “Level 3: 29 minutes, Run: 1 hour 31 minutes”. I think I solved it by flooring the value before displaying it, and had to hardcore in an option so that it didn’t display stuff like “1 minute, 60 seconds”.

Personally, I found level 2 a lot easier than level 1, though I’m not sure whether that was just because I had gotten so much practice before starting it. Level 2 seemed to have much more variety in the paths you could take, which kept things from getting too repetitive and frustrating, and the wider platforms were much more forgiving to land on.

I did notice some unexpected physics, though I’m not sure if some of that was intended. I was using the auto-jump, and sometimes when hitting a platform I would maintain my speed, and other times it would randomly drop by a large amount, which seemed unrelated to the speed drop from hitting the edge of the platform. Also, the green orbs were particularly unpredictable, sometimes giving me a small boost, sometimes triggering multiple times for a massive boost, sometimes I would just bounce right off, and once or twice I managed to jump off the top of one. This was especially frustrating near the end of level 3, where one time I managed to get a speed of 96 by hitting the three orbs on the left in a row, whereas most of the time I would hit one and it would either launch me too far so I missed the platform or kill my momentum completely and leave me stranded.

I know a lot of this feedback is pretty critical, so I would like to re-emphasise that I had a lot of fun playing this, and wouldn’t have spent as much time on it as I did if I wasn’t enjoying it. I know how hard it can be getting 3D platformer’s movement feeling right, and I think with just a little more polish this could be really amazing!

Developer (1 edit) (+1)

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!

(+1)

It’s hard! looks pretty - good job on the overall environment, I wish it was easier.

Developer

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.

(+1)

I was trying natively, has not helped me to hit my head to a lot of platforms lol :D

Developer

lol I can assure you that never stops. At some point one tends to go for crazier jumps and surfs as you're climbing the learning curve. 

Submitted(+1)

I’m not seasoned in bhopping, but from what I can tell, this feels very much like the real thing :D I like the calming ambiance you added, nice fit!

Submitted(+1)

Bhopping is not my thing, but I think its solid nevertheless.

Submitted(+1)

Very nostalgic! The turning acceleration is hard to get a handle on, but I was able to make it almost to the end of level 3. I really liked the ocean and skybox choice! 

Developer (1 edit)

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!

Submitted

bhopping is most assuredly not for me =)
i think i could get the hang of it, but i would need a flat level to train on. right now every failure costs a lot of time and i don't feel i'm progressing.
nice graphics tho !

Developer

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.

Submitted(+1)

Nice to see a movement based game in a jam. The really low walking speed with very steep ramp-up is throwing me off a bit, and it would be nice if I could change my sensitivity, but otherwise pretty fun, will probably be coming back to play some more. Also, the simple aesthetic is actually quite fitting considering the inspiration.

Developer (1 edit)

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!

When I respawn, my player keeps jumping for no reason. The game looks good but I'm unable to pass the first level due to this bug.

Developer

Shift + space toggles jumping automatically. The setting doesn't turn off when respawning so it does not have to be retoggled every time. This could be a setting as well I guess. Thanks!

Developer

If you never strafe jumped or played maps like these before, it's normal to not pass level 1. This game is about mechanical skill and getting better at it. Don't worry about falling off or restarting the level, it's more about the process and practicing strafe jumping / bhopping.