Ascend
Ascend is a simple Arcade Time Trial Speed-Runner experience created by Bizzle_Dapp and friends for the 7dfps Code Jam 2021.
As with our previous project, Stranded, we've used simplistic third-party assets as well as home-brew meshes and sound design to create a short, entertaining and simple experience for anyone to enjoy.
We deeply hope you enjoy having a play of our game, be sure to leave your high score in the comments!
The project is a hobbyist creation made over the span of just 8 evenings;
[The Team] | |
[Design & Implementation] | Luke Schofield (_Bizzle_Dapp) |
[Sound Design & Vocals] | Metritutus |
[Sound Design & Music] | Patrick Durdey |
[Homebrew 3D Assets] | 3Xr7 |
[Video Editor] | George Mott |
[Testing Team] | Luke Schofield (_Bizzle_Dapp) Metritutus Patrick Durdey George Mott 3Xr7 Luke Earey (HOURS of Testing) |
[Third Party Assets] | |
[SpaceSkies Free] | PULSAR BYTES |
[Low Poly Ultimate Pack] | POLYPERFECT |
Status | Released |
Platforms | HTML5 |
Rating | Rated 5.0 out of 5 stars (2 total ratings) |
Author | Bizzle_Dapp |
Genre | Adventure |
Made with | Unity |
Tags | 3D, First-Person, free, High Score, Singleplayer, Speedrun, time-trial |
Comments
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Nice starry sky and I loved the announcer voice!
Hey nice job! I found the lighting suuuper dark not sure why? Also it was a bit hard to know what exactly to do but I guess you just go up haha. I think if the challenge is to find a way up it might be better if the level starts a little smaller to get into the swing of things or perhaps you could use more subtle direction like color/light to help guide the player. If you really wanted the player to hunt/puzzle solve to find the way up then that's a cool idea just need a way to balance it carefully! A bunch of play testing would help a lot to give you more insight if you wanted to pursue this idea further!
Very Addictive to beat your own score. My personal best has been 1:26, with my first run being 2:06 (did play the demo, so that gave me a foot up (Pun intended)). Core game mechanics are solid, and has a slide mechanic which keeps the player momentum up at times, graphically nothing special, but it creates a nice feel to the game.
The only major gripe I have is when the player has momentum and jumps when next to a wall/platform or stairs the player gets stuck and you have to back away from the object.
There is also a rubber banding (feels like network lag as opposed to graphical)that happens on occasion but quite hard to replicate (might just be my computer being janky).
Haha, cheers for playing, cuz! Cracking bit of feedback.
Bug hunting for beer, amirite? ๐
at least two, hahaha
Show post...
Pretty fun game. Got until the labyrinth part, where i got lost lol. The only issue i have is that the skybox is really pixelated, otherwise great game
Cheers for the feedback, Glad you had fun! ๐
Tonight's build is on ultra-low settings as i'm fiddling a little to try and remove some of the lag during the early areas when looking toward multiple torches. I fear it may be a case of just rendering far less pixels for those effects and returning to half or full scale res.
Pretty cool. I got quite high until a point where I couldn't figure out what to jump on.
Thank you so much for playing while we're in active development. Such kind words are truly appreciated, honestly. The work so far has been a tough one to balance - the point you're referring to is likely no other than what has been dubbed "The Impossible Jump", to which, i believe until tonight only I was able to perform, haha. I have just released a new build which offers an alternative approach to some of the games aspects, as well as a full bodied Ascension. However, some mechanics are still missing, so if you did have the appetite to play again, wait a few more days and you'll have a finished product which hopefully should be much more pleasing. ๐
Alright I'll give it another shot when the jam is over^^