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.
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.
Bro holy PEAK this looks so good man
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.
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.
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:
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
- Climbing (trusses)
Unlocked
- Improved jump crouching
- Stomping
- Sliding
- Long jumping (roll → jumping)
- Double jumping
- Air dashing
- Ledge shimmying
Optional upgrades
- Super ground pounding
- Super crouch jumping
- Ground slam (roll → ground pound)
- Air diving
- Jump dashing (dash → jumping)
- Dive dashing (dash → air diving)
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.
Alpha v0.0.30 (6/20/2025)
Changes
- Tightened the minimum steepness of a slope to gain momentum.
- Momentum from movement abilities is hardcapped at 50; the only way to get past this currently is with Momentum Powerups and steep slopes. You’ll still be able to retain Momentum via grace period if you are above this cap, but it will be harder to do, as the grace period is shorter the higher your Momentum is.
- Momentum gained from running down slopes is now capped based on the steepness of the slope. (You can still get 100% momentum by running along the very long slope leading down to the baseplate near the spawn.)
- Instead of being treated as walking on flat ground, Momentum is now drained at the same rate when running up a slope as it is gained running down the same slope.
- Added some new slopes to test Momentum on.
- Added a new sprinting animation for running with Momentum. May look weird since it is a WIP, but it should smoothly transition from the current running animation as you gain more momentum.
Bugs
- [Fixed] Standing still on a slanted, moving object can cause extreme momentum gain.
Showcases
- Momentum from slope + early running animation transition:
Is the momentum meter going too be visible in game?
