It will be for now but I’ll probably make it not a UI eventually.
Based on the game name and the animation style, are you drawing any inspiration from super doomspire or super bomb survival?
Alpha v0.0.31 (6/22/2025)
Changes
- Centered (?) the momentum bar UI. Kind of…
- Greatly improved the high momentum running animation.
- The high momentum running animation now shows in stages based on how close you are to max momentum.
- Going below regular running speed will now modify the running animation into a walking animation.
Showcases
- Dynamic momentum running animations:
Inspirations:
- Super Mario Galaxy
- Super Mario Bros
- Some of Polyhex’s Games (Find Everything mainly, maybe a LITTLE Super Bomb Survival)
- Block Tales (tool system I’m planning)
and some others… even AO has inspired me in some areas for this game.
I say this as a semi-joke but a platformer AO boss would be wild
ngl I can imagine a cutscene of that
also this stuff looks rlly nice
Alpha v0.0.32 (6/24/2025-6/26/2025)
Changes
- Reworked the idle animation to be much longer.
- Changed the falling animation.
- Finished adding the sliding mechanic.
- Activated by using the air dive key while on the ground, with at least 1 Momentum:
- Sliding utilizes MovementState.Momentum and the user’s current horizontal speed to determine the speed the user goes. The initial sliding speed is based on the user’s current moving speed, with a little bit of additional scaling based on momentum.
- Sliding consumes drains 10% * mu (friction coefficient which is between 0 and 1 depending on material) momentum per second if on flat ground or downhill. 1.5x momentum consumption while sliding if they are not going downhill (?)
- Sliding can only be used on the ground (touching it). with a relatively lenient ground check thereafter
- Holding the sliding key in midair will make you slide immediately when you touch the ground
- Sliding can be cancelled by jumping, which transitions to a LongJump. The long jump’s force will scale with Momentum
- The user will slide down or up the surface of objects smoothly with the sliding speed scaling real-time with Momentum
- The user’s sliding speed decay will depend on the friction of the surface
- Momentum will be lost rapidly if the player isn’t holding any WASD key
- Sliding has an animation, but visual effects are WIP!
- Activated by using the air dive key while on the ground, with at least 1 Momentum:
Bugs
- [Fixed] Rolling speed is unaffected by momentum.
- [Fixed] Idle animation no longer plays.
- [Fixed] Falling animation doesn’t play when it is supposed to most of the time.
- [Fixed] Music does not play.
Showcases
Sliding!
You should put a top hat on the character so it looks like their sliding with Style
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Alpha v0.0.33 (6/27/2025)
Changes
- Sliding can now be canceled by pressing the slide key again.
- Going downhill (while in contact with the ground) will cancel it into a regular jump. Otherwise, it’ll just cancel the slide regularly.
- Momentum now reduces the startup of both ground pound variants by up to 60%. Note that regular ground pounds do not explicitly consume momentum.
- Momentum now scales the initial downward velocity of regular ground pounds, by up to an additional -100.
- Foot trails for having momentum now show again after jumping lingering for 2-3 seconds (based on Momentum) instead of 0.3 seconds after landing.
- Added moving platforms and one-way platforms. These will be used for some courses and for getting around certain areas of the map.
- These platforms cannot be ledge grabbed on.
- Adjusted the (fixed) sounds of some movement techniques.
Bugs
- [Fixed] Air Dive bind doesn’t also say that it’s the Slide bind as well.
- [Fixed] There’s no more screenshake on hard landings.
- [Fixed] Jump animations no longer change at high momentum.
- [Fixed] Sounds for movement techniques don’t work.
Alpha v0.0.34 (6/28/2025-6/30/2025)
Changes
- Reduced the character leaning while ledge grabbing and sliding.
- Sliding now has a 0.5s cooldown.
- [Internal] Added compatibility for movement technique animations to have multiple different animations or preload multiple animation phases for substates within the movement technique (e.g. ground pound fall → ground pound land).
- All ground pound, crouch jump, and momentum jump animations now preload, meaning you’ll always see them play fully the first time you use them.
- Cleaned up Slide code.
- Cleaned up old prints.
- Players with Tester in the game group (Polymeta Games) can now access SBZ Test Universe, where all patches are published first.
- Added a horizontal velocity cap of 200 studs/sec.
- Intensity and duration for screenshake on landing now scale up to the terminal falling velocity of super ground pounds (450 studs/sec).
Bugs
- [Fixed] Ground pounds can sometimes not have their landing effects scale correctly.
Showcases
- Super ground pound sound, increased screenshake, and consistency:
Alpha v0.0.35 (7/1/2025)
Changes
- Added a checkpoint system. Floating objects called Dormant Diamonds draw in the lifeforce of those who touch them, making those who fall return to them on their next attempts. Checkpoints save across sessions, so disconnecting while doing parkour won’t force you back all the way to the beginning.
- Renamed Coins to Core Fractals, which will be the collectible objects of each zone. The model for Core Fractals is still using the Roblox symbol as a placeholder. In the future, collecting all the Core Fractals for an area will unlock a special ability or perk related to that area.
- Collected Core Fractals now save across sessions.
- [Dev] Added an admin command to wipe the Core Fractals of a target player.
- Changed up spawns and added checkpoints around the testing map. There is now a proper “level” lor obby to progress through using the movement mechanics (prepare to crouch jump and jump dash a LOT).
- You can now obtain up to 12 Core Fractals. I plan on adding 50 for the test area, which will have a special reward to be revealed later.
this actually sounds peak i love progression relating to new abilities
Alpha v0.0.36 (7/2/2025)
Changes
- Increased base ledge shimmy speed: 10.5 → 15
- Changed the music that plays in the current testing map again; this is a draft of the Encounter (combat) version of the future training area.
- Greatly increased the size of the one-way platform leading to the 2nd checkpoint.
- Made some adjustments to the course leading to the 3rd and 4th checkpoints.
Bugs
- [Fixed] Two Core Fractals shared duplicate IDs, making them both collected even if only one of them was collected.
There have been no updates for a while because I’m working on some core game stuff like adding saved data (using ProfileStore), zone detection, and some small gameplay improvements, all while learning more about how stuff works alongside good conventions to support a long-term game.
But I expect to be able to get it out by tomorrow, so keep your eyes peeled for it if you’re interested.
Add the ability to grab people and dunk them.
Maybe a basketball too.
Bounce Bros.

Making good progress with adding actual platformer systems.
Alpha v0.0.37 (7/3/2025-7/10/2025)
Changes
[IMPORTANT] Wiped all core fractals collected and saved checkpoints due to the data changes.- Finished coverting all the current DataStore implementations of Core Fractals and checkpoint saving to use ProfileStore, a robust module scripted by loleris that covers many data saving edge cases, which will make the game much more resilient to data loss.
- Added Corebits to leaderstats.
- Corebits will be the main currency of the game. There aren’t any collectable Corebits yet, but it will be added soon.
- Changed the Crouching PC keybind to R.
- Diving during a dash or jump dash will no longer perform an air dash. You will now just do a regular dive.
- Diving now reduces your horizontal velocity by at least 50% (setting it to 15 studs/sec or less), making it more reliable for quickly falling more precisely.
- Diving now resets your slide cooldown.
- Added an area detection system. (credit to ForeverHD for the ZonePlus used for this)
- Most zones will have both combat music and idle music. Combat music will be faded into smoothly from idle music, and vice versa.
- Combat music will also play while above 70% Momentum. This represents the rush of adrenaline that the character experiences with this Momentum.
- A banner for entering the zone will show.
- Large area boxes will show.
- Most zones will have both combat music and idle music. Combat music will be faded into smoothly from idle music, and vice versa.
- Added a damage hazard system.
- Some parts will be able to damage players with a short hit cooldown. Defaults are 35 damage with a 0.4s cooldown, and no stun.
- Currently, only Lava parts on the map damage the player. They deal 70 damage with the default cooldown and cause the player to be stunned (similar to hitting the wall with a Long Jump) until they touch the ground to recover.
- Slightly adjusted wrap-up of the super crouch jump animation.
- Slightly adjusted the crouch jump animation.
- Improved the momentum powerup hitbox and visuals.
- Attempting to dash again during a dash or jump dash will now perform a dive dash.
- Reduced base sliding steering power by 33%.
- Sliding steering power now scales turning speed.
- Steering power is increased greatly (up to 3x) when trying to steer between 30-90 degrees to the side, downhill relative to your input direction.
- Steering power is reduced greatly when trying to steer above 90 degrees to the side, uphill relative to your input direction.
- These changes are to make turning while sliding overall feel more intuitive for platforming.
- Added the final course leading to the top of the test tower, which then leads to courses in a volcanic biome area and more. You can now obtain up to 20 Core Fractals.
- (mazenafndy) Added a leveling system.
- Leveling up gives you 3 SP (Stat Points) and 1 AP (Ability Points). This is subject to change.
- (mazenafndy) Started working on the stat point system.
The following are the current stats that are added internally are- Vitality (Increases Max HP)
- Agility (Increases momentum gain from all sources)
(Currently the stats above have no function yet)
- Regular ground pounding now consumes 50% of Momentum upon landing.
- Super ground pounding now consumes 100% of Momentum upon landing instead of immediately on startup.
- Changed the position of one pre-existing Core Fractal near spawn.
Bugs
- [Fixed] Following animations were not uploaded to the group and thus were not played in-game: 40%MomentumJump, 70%MomentumJump, Landing, Super Crouch Jump!, Crouch Jump
- [Fixed] Sliding can cause you to float slightly above the ground you’re sliding on (you are now affected by gravity somewhat while sliding).
- [Fixed] You can collide with other players.
- [Fixed] You can briefly slide onto non-collidable objects.
- [Unsure] Ledge grabbing/shimmying uses non-collidable objects negatively for ledge top checks.
- [Fixed] Area music and tween blend issues.
