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No Rush! (It's just another layoff)'s itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Audio | #25 | 4.000 | 4.000 |
| Gameplay | #25 | 3.951 | 3.951 |
| Enjoyment | #148 | 3.780 | 3.780 |
| Overall | #167 | 3.663 | 3.663 |
| Visuals | #179 | 4.146 | 4.146 |
| Innovation | #573 | 3.122 | 3.122 |
| Theme | #985 | 2.976 | 2.976 |
Ranked from 41 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does the game fit the theme?
The “Trust No One” theme comes from the Supervisor AI pretending to guide you while actually trying to make you late, so you have to decide when to trust it and when to rely on yourself. It’s also a small metaphor for the current state of the game industry and job market, where even systems meant to help you can sometimes work against you.
What code and assets did you not make from scratch during the jam (if any)?
Character control, volumetric clouds, UI system.
How many people worked on the game?5
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Comments
This game was sick!
I was a huge fan of the speed and fluidity of the movement, the music, and that fun little jerk The Supervisor.
I really appreciated that you taught the game by making us play with the mechanics instead of just throwing text at us. I just wish there was more game to play because it was really fun.
thank you! Glad you enjoyed the game!
I really liked this game the movement feels cool, and the music is pleasant!
A few negative notes regarding game/level design: the tutorial on the side is pretty neat, but since you're moving fast, you don't really have time to read it. The issue is that the jump explaining the shoot mechanic (which is crucial for what comes next) can actually be cleared without creating a platform. Because of that, I ended up getting stuck later on without understanding how to progress.
From a gameplay perspective, the platform-creation mechanic is super cool, but it's a shame the simple shot isn't used for anything else (like opening doors or killing enemies, for example).
As mentioned in a previous comment, moving the Q and E controls to the mouse buttons might have been a bit clearer.
The wall run can also feel a bit frustrating at times since you can't re-attach to the same wall.
Sometimes the "Q" key doesn't register, which is a little frustrating.
From a speedrunning perspective, I would have loved a key to restart at any time and an option to skip the intro dialogue!
I know I gave quite a bit of feedback, but I honestly had a great time playing!
Thanks, and great job to the team!
My best time: 1m14s
thank you, it's no problem and we appreciate your feedback! A lot of the things you touched on were things we considered as well but did not end up with time to implement.
love how the game looks it's very pretty and immersive. I thought the paths were marked visually very well which made the navigation especially at high speed really smooth and effortless.
this is a very polished game in terms of movement, I'm impressed with how smooth and responsive you managed to make the controls in just 7 days! i had to get a little bit used to the platform spawn but once i got a good grasp of how to use it it became a very helpful tool alongside the slide jump!
I pretty much agree with everyone else in terms of small things that can be fixed
thank you for the feedback and glad you enjoyed playing!
The mechanic of being able to place your own platform is pretty cool, though it took me a bit to realize that you can hit E any time during the projectiles flight to make the platform instead of just double tapping. I had a hard time properly timing my jumps to land on the platforms as well. The Ai telling you the worst way to go is interesting, but i would have liked to at least have an objective marker on the end of the level to be able to better form an idea of how to path creatively to the end. I also wish i had a stamina or cooldown bar of some variety for the projectile and wall running cause i had a hard time understanding when it would run out. I wasn't able to make it that far but i enjoyed what i played and the visuals are great.
thanks so much for playing and appreciate your feedback!
The game controls well for the most part, although I'm a terrible FPS player so I couldn't take the full advantage of the moveset. I would have preferred the E and Q actions to be mapped to the mouse clicks as it feels more natural.
The AI is a good idea, but I think it would have worked better with fixed messages at scripted points than as random barks. Think Glados or the Narrator from Stanley Parable
thank you for the feedback and for playing!
I like animations and game looks! The polishing is great! Gameplay are make me feel flow)
Very good parkour game. Very polished !
Glad you liked it !
Unfortunately the game lagged a lot on my computer :( which is sad because it looks really fun and I was looking forward to playing it. I think the graphics look really good and the music was catchy, but I wasn't able to make it very far because of the lag.
Sorry about that , we could probably optimize it even more. Thank anyway for the kind words!
I love movement games so this was right up my alley. The ability to create platforms out of thin air was a really cool feature and allowed for a lot of skill expression. Great game and great message!
I'm really glad you enjoyed !