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MOMENTUM's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Sensory | #4 | 4.200 | 4.200 |
| Relevance to the theme | #22 | 3.800 | 3.800 |
| Execution | #25 | 3.333 | 3.333 |
| Enjoyment | #30 | 3.333 | 3.333 |
| Overall | #34 | 3.320 | 3.320 |
| Metroidvania | #104 | 1.933 | 1.933 |
Ranked from 15 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Theme interpretation and application
We have a minimalist control scheme: 1 button (plus moving the mouse/analog stick to look around)
Team/Developer
speedrockstrong, timmorrow1, 4horse, NeRd
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Comments
As someone who broke their wrist while rollerblading right before the jam this brings back memories lol. I just knew I had to play it.
Lovely little game. Was really confused at the start, but I kept pushing because the movement was so satisfying. Kudos for making a single button control scheme too. Character model was cute, and visually the game was pretty good looking. I'd have wished for the camera controls to be separate from the direction controls, but it's understandable with what you were going for. Enjoyed my stay.
Beautiful game! The lighting, texture, water, reflection, borbs and all really sell this abstracted evening-glow harbor skate park. The music's a chill bop too.
Making a skating game out of a metroidvania is quite novel, but making it control so effectively with such a small control scheme is particularly commendable. I found that mouse worked much better than controller for me, and despite the occasional 3D geometry jank, it all being so chill and one-handed helps keep one relaxed throughout the process. The ending sequence of the momentum play and chaining jumps and grinds together was very satisfying.
The game starts a bit slow, and it can be a bit hard to figure out where to go, particularly in the early game when familiarizing still. I think up to the jump could benefit from a little bit of simplification to get in gear faster, or maybe the signs just need to be upscaled as a more blatant navigational aid... though this does take away a bit from the exploration one would usually expect in the genre.
I could not really get the half pipes to work consistent, but it seems they weren't made necessary for completion? The character seems to catch on the edge, or fly off a bit on the way up. Riding along the big pipes also felt prone to just sort of ejecting you due to the geometry. Such is working with 3D physics of sorts. The grinding mechanics, squishing things down into a sort of 2.5D worked excellently in turn though, and their introduction felt like the game truly coming into its own.
Overall fantastic stuff! It would be great fun to do some additional challenge bits towards the end there.
This is so dang stylish! Lots of little touches that went above and beyond, like the seagulls scattering, the cool-ass skybox, the animated billboards. No notes presentation-wise.
I sometimes found the movement a bit janky, especially when half-pipes were involved, but once I got the jump things started to flow a lot better. The final section was very satisfying. Definitely a lot of potential here, great work!
You guys seriously went all out with the aesthetic of this game, really pretty . I really like the bubbly clouds very nice. The controls feel nice, tho Im not sure if the wasd is really necesary since you alreayd got the mouse to look around + they conflict with one another if you use them in tandem. Not really an issue tho since I just ended up not using the wasd at all. The platforming sections feel smooth for the majority of the game sometimes my character would kindof spazz out whenever there was a slope while trying to accelerate. The most unintuitive parts id say were the vertical drops to gain momentum those were like MEGA hard to do with the minimalist controls. I really like how a lot of the areas were linked together in a way where you could kinda traverse back and forth once you got new abilities.
DOPE game, good work!! :D
The music. FIRE. The art. FIRE. I can definitely tell a painter was touchin all over this. The billboard animations were super cool,and the skybox is dope. I gotta say it does feel a little bit like an alien made the controls but I got pretty used to it, and its nice that its a little different than the usual. The beginning is a little bit unforgiving, I didn't really get to ease into the game it just kind of drops you in (literally), but there's still plenty of level design moments later on that feel good and satisfying. Getting the jump was a lil challenge I gotta say i think I overshot and undershot that platform like 5 times, but it was cool once I had it how much easier it was to traverse around and stuff.
Super cool game, I really hope you guys continue working on this one its got a lot to it. FIRE.
I had a blast playing it. In the start i was feeling a little confused about where to go and what to do, but after getting the jump everthing just started flowing pretty smothly. Unfortunately at the same time while it did feel amazing, it did not feel like a metroidvania, but more like a linear platforming.
It was a awesome game, Good Job!!
Thankyou!
I wish we were able to put in branching paths and non-linear upgrades. > . <
We just couldn't make it all in time. ;n;
I'm glad you enjoyed still! (^o^)/
This slaps so good. Cool vibe, stellar execution in the sensory and enjoyment department... I had fun all around. Pulling this movement off must've been tricky, and I respect how frictionless it ended up! Love me some skatin' and stylin', it mixes up the 'vania aspect in a good way! If for whatever reason the water level had dropped to reveal another layer of platforming fun with the skills available at the end, my inner child would've jumped with joy. Some minor gripes were the controls, because a break and decoupling of the two joysticks would've been nice, and that the reset button can glitch you inside geometry. But, if the biggest bummer is the lack of more content, then that's a damn good achievement. Y'all can be proud of your work and I'd love to see more in the future!
Thanks for the kind words!
The movement was really tricky to pull off. (X . X)
It turns out that Godot's built-in CharacterBody behaviour doesn't maintain momentum on slopes the way roller skates do. I had to actually code new physics logic for moving the player and handling its collisions.
Also, ouch, I thought we fixed all the reset-button glitches. DX
The whole point of that was to be a quick fix for getting stuck inside of geometry. It became what it was made to destroy... ( _ _)
The water level dropping would be so cool. :O
I'm glad you enjoyed the game! (^o^)
This may be my favorite use of minimalism in the jam. Fantastic work. That said I did sorta get turned around and lost after somehow wrapping back around to one particular spot on I *want* to say the third island? I thought I had made some good progress but somehow ended up backtracking and it felt pretty encouraging as I had no new tools nor vantage and had simply lost progress. Honestly I think outside of a metroidvania jam this concept is just awesome as a platformer with more self contained, time trial-y levels. The visuals, music, and overall vibes come together fantastically as well.
Great stuff!
Thankyou!
Glad you enjoyed it! :D
I'm a bit lost playing this one. Gave it 20 minutes or so, but didn't come across any metroidvania upgrades or jump button. The way I figured out to play it is to build speed and then launch off slopes at angles to reach new areas. Not sure if that's intended, but, at some point, I couldn't progress anymore. Perhaps I missed something.
Hovewer, you guys did a great job at setting the scene. It looks and sounds quite nice !
Glad you enjoyed the atmosphere!
Launching off slopes is the way to go, before unlocking the jump. I wonder how we can make that clearer? 「( • ヘ •)
(Spoiler!) The Jump upgrade's in a tricky to reach spot a little after the 8th island. It has a big beam into the the sky coming off it.
Around where was the dead end? I hope it wasn't a softlock I missed. (。ŏ﹏ŏ)
Thanks for playing!
Alright, I replayed this following your comment and I got through to the end.
I had a lot more fun the second time around because I understood the game more (it's more of a linear platformer where you get upgrades than a metroidvanie).
It has two main issues imo:
- It's really hard to figure out where to go. Most jumps you make feel like they are unintended but pretty much all of them are intended lol.
- It's a bit too unforgiving in places. Having more guide rails would help some players from dying and maybe help guide them too.
I had fun overall though.