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A jam submission

No Rush! (It's just another layoff)View game page

a 3d speed platformer where you race to get to work on time despite the disruption of an unreliable supervisor...
Submitted by elatermusic, Chii, BBudzynska, WhatIdoToday, Koki (@radience4sky) — 6 days, 4 hours before the deadline
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No Rush! (It's just another layoff)'s itch.io page

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The submission period of this jam has not ended yet. Rating opens 2026-09-06 23:01:00.

Ai Usage

Human made

Genre

Action

Shooter | Platformer | Slasher | Beat em Up | Base Defense | Survival | Racing

Rating

For 13+

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Comments

Submitted(+1)

Really cool concept! I liked the visual style and the movement felt pretty satisfying once I started getting the hang of it.

The main thing I struggled with was understanding some of the movement mechanics at first. I completely missed the slide for a while, and placing the temporary platforms consistently took me a few attempts. Once it clicked though, I could definitely see how you could use them for some interesting shortcuts.

I think my biggest issue was that losing momentum can feel pretty punishing, especially around some of the wall-running sections. A little more forgiveness when barely missing a ledge would probably help too.

The AI was funny at first, although I can see the dialogue becoming repetitive after several runs.

Also, reaching the end felt a little abrupt. Even a simple results/demo complete screen would make finishing a run feel much more rewarding.

Overall there is a really solid base here, especially if you expand the levels and give players more opportunities to find faster routes.

Submitted(+1)

Hey I gave the game a play!   Overall I like the vibe, and everything was pretty intuitive, though I also missed the sliding instruction that I see mentioned in another post.  

Controls felt good and reactive, and the movement also felt good.  It definitely took me a while to get the platform creation timing right, though.  It really only worked for me when I basically double tapped E as quickly as I could.  I wonder if you could change it so it just automatically forms at a set distance, or have it so it fires when you press down, and then forms when you release?  That would make it easier, but I can see an argument for keeping it difficult as well.   Also, I can imagine there are more advanced ways of using the platforms if you fire it farther in front of yourself, but I wasn't there yet skill wise.

I found the AI humorous, but I'm also glad you give the option to shut it off.  Definitely will get annoying on repeat plays.

For level design, you do pretty good job of sign posting where you should go, and giving some flexibility.  I honestly sometimes tried to do the opposite of what the AI was saying, and sometimes it worked.  I was a bit frustrated at the parts where you have one chance to get it right and missed it (and then had to spam  creating platforms), and also I felt like some checkpoints were far apart, but now that I realize it's more of a speed running game that really makes sense.   I'm not your target audience, but I think you've got a great set of base mechanics to build some interesting levels with.  Nice job!

Submitted(+1)

https://youtu.be/PxcoIl3ur9E Skip to 54:25 for your game

I really like the aesthetic and the Mirror's Edge vibe. The instructions on the buildings is a cool effect, but easy to miss. I didn't even know you could slide until I was looking back at the VOD. Music is great. The corpo AI does get annoying at times. Platform creation made sense once understood, but I often missed the jump on to the platform or was *almost* at the building, then started a wall-run or fell off. Also, if you can add controller support, that would be helpful.

Overall, liking the concept!

Developer(+1)

Thanks a lot! Glad you liked the aesthetic and Mirror’s Edge vibe.

You’re right that the movement instructions are too easy to miss especially sliding, since it’s actually important for building and maintaining speed. The platform mechanic also needs clearer onboarding and some tuning around wall-runs/landings.
We also agree the Corpo AI can get repetitive, so more voice lines and longer pauses would help. And controller support would definitely fit this kind of game.

Thanks again for playing and for the feedback

(+1)
  • 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.
Developer

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 it’s 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 isn’t 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 I’m a little surprised by, especially sliding and jump + slide, since we haven’t been able to reproduce those consistently. We’ll 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: it’s 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 won’t affect it. So it isn’t intended to work at any time, but if it feels like a dice roll then we clearly didn’t 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 that’s 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 we’d 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 isn’t 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.

Submitted (2 edits) (+1)

Pretty fun game ^^ even though I don't play much First-Person platformers. I played 3 runs- learning one thing after another, and that was enjoyable. My only complaints, is that the controls took a couple tries to understand, and that there wasn't much of a celebration once you reach the office, and there aren't really any other goals to get, other then getting a score

"Space = JUMP
CRTL = Crouch
CRTL + RUN = SLIDE"
Took a while to learn what "RUN" was

I had a fun time with this one ! It's a nice human made submission 🦊

Developer(+1)

Thank you so much! I totally agree with you, the goal isn’t very clearly defined. Maybe we’ll be able to refine it in the future!