I’ll be darned, that movement looks smooth as heck…
Alpha v0.0.21 (6/9/2025)
Changes
- Renamed diagonal dashing to dive dashing.
- Instead of always rolling after dive dashing, you’ll now only auto-roll if you have started a dive dash within the last 0.4s.
- Dive dashing now puts double jump on a 0.4s cooldown.
- Added jump dashing. With a double jump available, trying to double jump while dashing, instead of not double jumping, will instead give you upward momentum and continue the dash. This puts your double jump on a 0.8s cooldown.
- You can also follow-up with a dive dash during the jump dash window and vice versa given that a double charge jump is available.
- Disabled the weld keypress listener and part weld logic scripts temporarily. This means you can no longer attach yourself to objects
- This stopped working when Crouch was binded to X yesterday, plus this system has some gamebreaking bugs, so I’ll have to fix it up another time.
1 Like
Alpha v0.0.22 (6/10/2025)
Changes
- Added an animation for jump dashing.
- Adjusted the ground pound starting VFX.
- Ground Pound is now binded to E instead of C.
- Removed the colorful lobby generation for now.
- Increased base walkspeed: 22 → 30
Bugs
- [Fixed] Crouch jumping is much more powerful than intended.
- [Fixed] Pressing E will perma-lock your character into a ground pound until you reset.
1 Like
Bro holy PEAK this looks so good man
1 Like
Alpha v0.0.23 (6/11/2025)
Changes
- Replaced the music that plays with the first iteration of the to-be title screen music.
- Finished modularizing crouching.
- Roll speed is now boosted by 20% while crouching.
- Re-binded crouching to R instead of X.
- Added an animation for crouching while falling.
- Crouching is now fully buffered when used in midair and no longer slows you. You can unbuffer by pressing the bind again any time.
- Finished modularizing super ground pounding.
- Super ground pounding is now done with the ground pound key, but you must have double jumped or dived within the last 0.2s.
- Super ground pounding base fall speed: 200 → 250
- Super ground pounding endlag: 0s → 0.5s
- Once momentum is reworked, you’ll be able to reduce its endlag proportionately with momentum, all the way down to zero endlag at max momentum.
- Reduced regular ground pound endlag: 0.4s → 0.3s
- Adjusted the landing animation for regular ground pounding.
Bugs
- [Fixed] Crouching cancel and walkspeed issues.
1 Like
Alpha v0.0.24 (6/24/2025)
Changes
- Cleaned up and optimized some of the character movement controller code.
- Made some optimizations to binding actions internally.
- Transferred the game to my group (Polymeta Games).
Bugs
- [Fixed] Holding space forces jumping and double jumps, instead of only reading the initial input. (It no longer will do this for either)
btw you should take inspiration from Celeste @Meta , they have a lot of platforming concepts that u could use in your game
Ples tester
Alpha v0.0.25 (6/13/2025, 6/14/2025)
Changes
- Slightly improved the crouch idle and running animation cycles.
- Improved the crouch walking animation cycle.
- Improved all aspects of the regular and super ground pound animations.
- Added a ground pound landing animation (super ground pounds share this landing animation).
- Shift lock is now binded to LeftAlt/RightAlt instead of LeftControl/RightControl.
- Crouching is now binded to LeftControl instead of R.
- Decreased the cooldown between (double) jumping: 0.3s → 0.2s
- Landing from long heights no longer slows you down, and instead just triggers screenshake and an animation based on how far you fell.
- This was originally added to be funny and somewhat realistic, but it felt like a frustrating and unfitting mechanic every time it was enabled.
- Air diving now extends terminal velocity again by -50, but this gradually decays after 3 seconds.
Bugs
- [Fixed] Most movement technique animations broke last patch due to transferring the game to a group.
- [Fixed] Ground pound effects and knockback both play twice.
Alpha v0.0.27 (6/17/2025)
Changes
- Finished adding ledge grabbing mechanics.
- Falling while near a ledge will now put you in a ledge grab state, where you can shimmy right (D) or left (A) at 10.5 studs per second (same as crouching speed).
- Pressing Space or W while ledge grabbing will make you climb up the ledge.
- Pressing S will drop you from the ledge grab.
- You can’t ledge crab while (air) crouching, nor can you use other movement mechanics while ledge grabbing.
- Animations for ledge grab idle, shimmying, and climbing will be added soon.
- Controls for ledge grabbing may not mobile/console-compatible yet.
- Disabled double jumping for now. Jump dashing is still possible though by jumping quickly enough while dashing.
- I felt like double jumping wasn’t going to fit very well as a permanently unlocked mechanic with how I envision the game’s world and movement. I imagine that it would take away from the skill of making precise movements, particularly in tougher areas of the game. There’s also a lot of base and unlockable mechanics in the game as is. It may be re-enabled in the future for an ability or powerup, though, for areas where it’ll specifically be a necessary mechanic.
- Alternatively, double jumping may get a rework to be less forceful and more of an upward diving counterpart that gives a weak burst of upward velocity that’s more effective for slowing falls.
- Using a ground pound within 0.2s of using a jump dash will now turn it into a super ground pound.
Showcases
- Sneak peek at ledge grabbing and a new way to do super ground pounds https://gyazo.com/181deaf5b67e146297bddddd8387ec04.mp4
REMINDER
You can play the game here, and I have a Discord server where I give dev updates so that you can be notified for them outside the forum.
1 Like
Alpha v0.0.28 (6/18/2025)
Changes
- You now can wrap around circular objects by shimmying during a ledge grab.
- Ledge grabbing is now fully animated (idle, climbing up, shimmying left or right).
- Added a large cylindrical column to test ledge shimmying on.
Bugs
- [Fixed] Ground pound landing effects can trigger before the startup is finished.
Showcases
- Ledge grab full showcase:
3 Likes
Will each move be unlocked by default or will the player unlock them as the progress through the game?
Currently I plan for the movements to be unlocked like this:
Base
- Ledge grabbing
- Crouching
- Weak jump crouching
- Rolling
- Sliding
- Climbing (trusses)
Unlocked
- Improved jump crouching
- Long jumping (roll → jumping)
- Double jumping
- Air dashing
- Ledge shimmying
Optional upgrades
- Super ground pounding
- Ground slam (roll → ground pound)
- Air diving
- Jump dashing (dash → jumping)
- Dive dashing (dash → air diving)
4 Likes
Wait a second this is kind of fire
Its giving mario oddysey physics
I will need all these movement techniques to evade the IRS, much appreciated
Alpha v0.0.29 (6/19/2025, 6/20/2025)
Changes
- Finished reworking the momentum system. Momentum is now a meter that ranges from 0 to 100. It increases your sprinting speed (max: 2x/60 studs/sec) and increase jump power by up to +35; it also increases the moving speed of your other movement techniques (40-100% max).
- Momentum is currently showed visually by a crude UI bar (trails have not been re-added yet). This will be changed soon.
- Moving below half of sprinting speed will cause Momentum to decay quickly and bypass the grace period.
- Momentum rapidly accumulates when running down slopes.
- Jumps: No longer the only source of Momentum; they all now instead add +5 momentum. Long jump are boosted by Momentum at reduced efficiency (50% for length, 40% for height), but you will lose 50 Momentum instantly if you stun yourself from long jumping into a wall.
- Ground pounds: Super ground pounds now fully consume any Momentum but have reduced endlag scaling (down to 0 endlag at max momentum) and increased base fall speed with it (down to -450 base falling speed).
- Crouching: You lose 30% of your current Momentum when crouch jumping, and all of it when super crouch jumping.
- Dashing: Rolling will set Momentum to 20 if below 10 or will add +10 momentum. Regular dashing will add 5 momentum and is boosted by Momentum at 50% efficiency. Jump dashing will reduce current Momentum by 20%, then subtract another 10 Momentum (it can’t go negative though), but is boosted by Momentum (100% efficiency, but 50% efficiency if Momentum-boosted by powerup).
- Air diving: Air diving provides up to 150% more negative velocity at max Momentum. Dive dashing will add 5 momentum and is boosted by Momentum at 50% efficiency.
- Increased the priority of the regular ground pound startup animation.
- Ground pounds now perform their ground detection at the same frequency regardless of FPS.
- Long jump base height: 14 → 12
Bugs
- [Fixed] Ground pound error.
2 Likes