A parkour game is definitely an interesting and ambitious challenge for a game jam! Unfortunately it didn't really feel that great to play to me :( The biggest thing was the amount of time it took to slow down to a full stop. The acceleration felt okay, if a little long, but when that amount of time is applied to the deceleration, it makes you feel like you're walking on ice and don't have much control over the player character. But it also felt like there was something more than that about the deceleration that was throwing me off, and after some experimentation I realized that, when decelerating, the momentum always pushed you in the way you were looking, rather than retaining the direction you were going when you stopped moving, which made it extra unpredictable and difficult to manage. The frequency with which walls pulled you into a wall run also felt too aggressive to me. More often than not, when I was just trying to land on a platform I found myself getting pulled into a wall run. The checkpoints bugged me too. One problem was that they didn't save your mouse position and reset it back to what it was when you initially reached the checkpoint, making it very disorienting at times when getting sent back to a checkpoint, especially with the monochromatic walls and lack of decorations to serve as waystones of sorts. Another problem was that they seemed to have the tendency to respawn you right on the very edges of platforms, making it really easy to immediately walk off without jumping unless you look down and realize you need to step back a bit. An increase in FOV would be great too, as I felt like I was spinning around constantly trying to understand what was going on in my surroundings. Overall, I would say it's actually pretty impressive what you managed to accomplish here! However, I think a system like this that requires so much polishing and testing might just not be the best choice for a jam :/
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SleepNinja's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| I would buy a longer/commercial version of this game | #63 | 1.822 | 1.822 |
| I find this game's challenge/puzzles interesting or compelling | #64 | 2.089 | 2.089 |
| This game was intuitive and self-explanatory | #76 | 2.444 | 2.444 |
| I appreciate the game-feel (responsiveness of interactions) | #76 | 2.089 | 2.089 |
| I appreciate the mood/atmosphere | #78 | 2.533 | 2.533 |
| Overall | #79 | 2.190 | 2.190 |
| I appreciate the art/visual style | #81 | 2.267 | 2.267 |
| I appreciate the sound design and/or music | #82 | 2.089 | 2.089 |
Ranked from 45 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Jam Entry Confirmation
Collab Jam '26
The Team
neighty - Game Design, Programming, UX
HonorlessFellow - 3D models, Animations, Music
Other Credits
N/A
Comments
SFX for sliding and jumping are really needed! good effort but it is difficult to tell where you're going due to the lack of feedback, I also don't feel like the level design corresponded well do the max sliding distance
I found the goal relatively straightforward, especially with all the neon platforms to jump on, and the big hallway in front of me. The controls felt a bit too floaty, or too overshooty: I was always wall running way more than I needed to, jumped farther than I meant to, etc. It's possible its geared where you could almost play in two ways with two paths? But I felt like I was somewhere awkwardly in the middle. I got to the end of the hallway, but gave up half way back. Nice job on all the physics work and the cohesive visuals
Here's a playtest
I was really confused with what I was supposed to be doing. Had no idea I could wall run until it happened by accident while falling. More tutorial style build up would be good, in a way that lets me not fail repeatedly.
The idea of the game is clear, and the mood is nicely set by the minimal art style. The music playback seems to have a bug, kicks in only later while playing. Some additional sounds to indicate the interactions, jumps etc could work well here. I do appreciate that there are different routes through the level, giving some options (I thínk, I did not actually make it around the corner :)
This game feels like it requires the player to already be familiar with how Mirror's Edge plays in order to make much headway. I managed to get a bit into it but not super far, I think the difficulty's a bit above my level of competence. But it's definitely a cool genre to tackle given the jam's limits.
A rather ambitious project for a game jam, movement like this usually requires lots of playtesting and polishing. Unfortunately it does feel unpolished in that regard, I quit the game after a while after the timer had ended after not getting far. The timer also seemingly didn't result in anything, unless I would have needed to complete the level to see the effect.
Not much to say about the rest of the game, a basic artstyle and some looping music to set the mood are ok for a jam game.
I did check the "comic", which was a nice addition, but I think it would have been better in the game itself. At least it shouldn't be expected to view content outside of the game for context.
Impressive concept for such a short time, unfortunately I think the controls and movement needed some readjusting. I felt very slidey on the platforms and since I could wall run on any wall I found the easiest way was just wall run until the next platform and then stop there instead of engaging in any of the other mechanics which I think for this type of game, the appeal comes from the advanced movement mechanics whereas i felt like I was mainly doing basic platforming. Music wasn't there until I got partway through the parkour as well. Definitely could see this being better with just some more interesting level design and tweaks the the controls!!
Game seems bugged - no audio except for a brief moment during one life. The controller is really mushy and this kind of game needs a crisp, responsive and partially forgiving controller, no difficulty curve to help me get a better sense of what to do or more specifically how to control the character either. Sorry guys, I'm sure you put a lot of work in to it, but it just isn't accessible.
really impressive to have made a 3d parkour system in this time! I found the movement quite floaty and difficult to get a feel for. but with some tweaking this could be awesome!
Well, this game was kind of too hard for me - i didn't make it very far. But to be fair, I'm always pretty bad at games like this! 😅
There seems to be a bug with the audio. There was no sound at first. But after a few minutes of messing around, music started playing. 🤷♂️
The comic on your page was super cute, but would be better as a cutscene at the beginning of the game. The game play didn't seem to have anything to do with sleep, but that's because I couldn't get past any of the first obstacles so maybe i have to assasleepinate wakeful people later in the game? the FOV had a lot to do with the difficulty of the parkour, and when i did manage to get onto the swinging bar I got instantly motion-sick. It would do well as a 3rd person game, however I did love Mirrors Edge so you might be able to fix it with FOV adjustments and maybe some player hands; or another option could be to only switch to 3rd person when swinging. Or maybe make the collisions for obstacles more forgiving?
I gave it a shot but couldn't really figure out what to do. Looks like a parkour game but without any instructions, I just found myself constantly falling into the pit and respawning. I was able to wall run a bit but even after 10+ attempts couldn't make it to the first blue box which I thought I needed to get on top of to get past.


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