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A jam submission

Professional Surf Hopper (Aborted)View game page

Surf/Bhop/Strafe into a dead community's ghosts.
Submitted by FountainOfNil — 2 days, 4 hours before the deadline
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Professional Surf Hopper (Aborted)'s itch.io page

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Comments

Submitted(+1)

I've done a bit of surfing before and know the general concept. That being said, the movement feels too far off the general source engine movement to carry over well. I'm not a fan of the jumping backwards mechanic at all. I guess you're trying to emulate the backwards bhop mechanic speedrunners use? I just don't think its fun not being able to see your gameplay. For the first level, it just seems like walking up a big platform that doesn't really encourage surfing and then requiring a backwards jump to beat (which I couldn't pull of). I'd be more keen to try a traditional, starting up high surf map.

Rough, but there is some fun to be had, even if I don't know much about surf. The tutorial helped quite a bit, but it was wordy so I kind of tuned it out towards the end. It was fun doing it a second time and back jumping across in <30 seconds. In general, the backward jump seems a bit too crazy fast. I was about to complain that you could move the camera upside down, but it's actually an intended mechanic so that's a kind of neat idea I suppose. The actual levels made me feel lost though so I shortly lost interest. Setting it in an abandoned multiplayer game is cool.

Not my cup of tea, but has potential. Keep working at it.

Submitted

Going to second the part about zipping or embedding everything together. Even forcing me to download the README feels borderline aggressive.

Developer

oh absolutely my bad
in hindsight, I should have zipped it up into a single folder

Submitted

PARALLEL UNIVERSES

i know that what you are going for is more quake inspired,

BUT, i can't help but feel that your backwards long jump mechanic feels kinda wasted in a multiplayer shooter, and you could make interesting puzzles out of it.

Submitted

The tutorial is beatable while not really using the surf features at all. The backstep mechanic is so overpowered that any incline trivialises the entire level, allowing you to shoot into the sky and land wherever you want. The air-strafing allows complete preservation of momentum with zero effort. Feels less like a recreate of source/quake movement and more just a list of hardcoded surfing rules.

Maybe take a look at the open source surfing recreations out there for some tips, I know of multiple Unity ones which use C# just like Godot that you could probably take some inspiration from.

(+1)

Why not submit a .7z instead of 3 separate files?

Mouse sensitivity setting doesn’t seem to work, also it goes to negative values.

I appreciate the first tutorial. Stumbled my way through 2 but 3 feels overwhelming. I think it would be better to have a more linear level there. Maybe there’s some sort of surfmap architectural language you can instantly read but I feel like I’m fumbling around through disjointed areas.

Jumped to 4 and even though it’s practically linear it still feels confusing. Part of it is the distant shadows cutting off making things look flat and hard to read.

Not sure what’s jank and what’s intentional/a reference. Never been into surfing so I guess not really the target audience either.

Movement is jittery on a 144Hz display.

Developer

a 7z would have been smart you're right!

also, woa I didn't notice about the mouse!

in hindsight, I think the levels are too preposterously hard for newcomers to surfing
thank you for elucidating me!