- Youtube Link (TBA) / Twitch Link
- Graphics : Fine
- GUI : Practically non-existent , timer and a speedometer, this much is fine as it suites the nature of the game.
- The text box might want to be toned down in opacity and the edges smoothed?
- The level complete isn't particularly great.
- The 'No Rush' main menu really could use aliasing.
- Performance : Flawless
- Music / Sfx :
- Music : Fine
- SFX : Generally Fine
- Gameplay : A parkour game that doesn't really let you keep a sense of speed, with some potential control issues.
- Misc Issues :
- Completing the level does practically nothing, at the least have it be a kick back to main menu with a 'Demo complete!' type of thing.
- It feels a bit jank, unsure if it's intended mechanics/controls or if it's a weird bug but I had troubles sliding with some decent consistency and would just run off ledges.
- Glitch or intended, can't seemingly jump+slide?
- Notes :
- Needing to wait for an elevator in a game where speed / momentum is key is...a choice
- The constant beratement from the Corpo AI is somewhere between infuriating and migraine inducing.
- Voice Volume does nothing for the corpo ai
- Q also seems to practically do nothing , even in situations where it's intended to be used it seems to be a dice roll.
- There isn't any way to grab / climb ledges , kinda sucks when you're 90% of the way there but then you facegrind the side of the building.
- Unsure on this, I was able to get up in some cases but I think this was an unintentional wall run+jump
- Game is a parkour game , but it's practically impossible to keep any sense of speed, pace or momentum.
- The game feels like it's trying to emphasize / make platforms mandatory rather than a tool that can help save time.
- It seems like in the couple of wall running segment , it's far too easy to just fail them as your entry speed was too low.
- Air control seemed to may be a little unpredictable? Sometimes I could stop on a dime, others not.
- Final Thoughts : Much of my criticism is per my own biases , I do not know what is intended. I pretty much didn't enjoy my time with the game at all.
- While parkour games are not my usual affair, there are a few I've enjoyed that might or might not be a good comparison for the devs to look at , one of the most recent ones being 'Vholume'. I feel like good level design for a parkour is key and insofar for this game (with it's only one) it didn't feel particularly great, it felt like it lacks variety and is a bit too reliant on using the platforms to progress at all, as opposed to having it as a tool for more experienced players to use as a 'trick shot' / speedrun tool. Vholume leverages it's level design in such a way that there might be multiple avenues for players to take depending on various factors, like player skill , with some of the trickier / harder paths being avoided by newer players but being preferable for the experienced speedrunners.
Viewing post in No Rush! (It's just another layoff) jam comments
Thanks a lot for taking the time to write such detailed feedback!
Just to give a bit of context, the game was made for Brackeys Game Jam 2026.2, so itās definitely not a finished or fully polished game. We already know there are several areas that still need work, especially the ending, UI, level design, feedback, and general polish.
Your point about maintaining speed and momentum is very useful. The intended idea is that the player can build and preserve speed mainly through sliding, while the temporary platforms can be spawned mid-jump as a recovery tool or, for more experienced players, as a way to create faster routes. That system isnāt particularly easy to understand at first though, and we definitely should have explained it much better. The same probably applies to some of the movement tech in general.
The control issues are the part Iām a little surprised by, especially sliding and jump + slide, since we havenāt been able to reproduce those consistently. Weāll definitely investigate them, because if they feel unreliable on your side then something may be wrong or the movement itself may simply need more tuning and clearer feedback.
About Q specifically: itās timing-based. When the AI activates an obstacle, there is a limited interruption window where pressing Q can stop, deactivate, or roll back that obstacle. Outside of that window, Q wonāt affect it. So it isnāt intended to work at any time, but if it feels like a dice roll then we clearly didnāt communicate that window well enough. We should have added much stronger visual and audio feedback to make it immediately clear when an obstacle can actually be interrupted.
The temporary platforms are also meant more as a recovery / advanced movement tool than something mandatory for basic progression. If the current level makes them feel required too often, then thatās definitely a level design issue on our side. Your point about having different routes depending on player skill is especially interesting and is much closer to the direction weād like to push the game.
Regarding the elevator, there was actually an intention behind the waiting time. If you fail to interrupt the AI correctly, losing some time was supposed to be the consequence. However, in hindsight, making the player simply stand still and wait probably isnāt the right way to punish a mistake in a game focused on movement and speed. A better solution would have been to open a longer/slower alternative route, so you still lose time for failing the AI interaction but you can keep moving and playing instead of just waiting.
The level ending is honestly very rough. We ran out of time during the jam and basically had to leave it as it is. Even something simple like a proper "Demo Complete" screen and returning to the main menu would have been much better, so thanks for pointing that out.
For the Corpo AI, we probably also pushed the frequency of the voice lines too far. Increasing the delay between lines and having a larger pool of dialogue would likely make it much less repetitive and exhausting. The voice volume setting not affecting the AI is also a bug that definitely needs to be fixed.
And no worries about not enjoying the game criticism like this is still extremely useful, especially when it explains exactly where the experience stopped working for you. Thanks again for giving it a proper try and for taking the time to write all of this.