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Habitat ∞ (Habitat Infinity)'s itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Controls | #4 | 4.227 | 4.227 |
Theme | #8 | 4.545 | 4.545 |
Overall | #12 | 3.883 | 3.883 |
Accessibility | #13 | 3.545 | 3.545 |
Fun | #16 | 3.773 | 3.773 |
Audio | #22 | 3.727 | 3.727 |
Originality | #23 | 3.955 | 3.955 |
Graphics | #59 | 3.409 | 3.409 |
Ranked from 22 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Godot Version
4.3
Wildcards Used
Fun facts, Gold Wildcard (Speedrun)
Game Description
I wanted to make a game that includes a lot of things I like: fun movement, surreal aesthetics, and speed tech. I think I did pretty well with it.
How does your game tie into the theme?
The game uses procedurally generated apartment towers as levels for the player to climb. Getting to the top of the tower is how the player wins each level.
Source(s)
N/A
Discord Username(s)
theonixie
Participation Level (GWJ Only)
0
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Comments
original down to the bone. the controls are also insanely tight. surreal environments, and an impressive procedurally-generated world. great job on your first submission. what a breathtaker.
Easily one of my favourite submissions. I felt like I was playing a surreal blend of Mirror's Edge and Half-Life! I thought the controls and player movement were really well tuned, and that was before I discovered how the wall-jumping works, which immediately doubled the fun factor. I like how it gives you an opportunity to recover after a bad move - it delivers just the right amount of challenge without feeling like it's unfair. Great work!
A unique gameplay experience. Chill music is the perfect backdrop to this surreal three-dimensional puzzle. Very impressive UI-wise (the escape menu effect: fantastic!), with a lot of features to customize the playthrough.
The ambition of this level design is unbelievable, or rather the mechanics in making the tower. I imagine this must've been procedurally generated, and if so (since confirmed by reading the description), to build such a feature and have the environment remain so functional is an achievement. Further to the mechanics, a game like this needs a formidable jump function, and the one here completely delivers in that regard. Very fluid, parkour-like movement that is reliable and fully actualizes where the player is intending to land.
Constructive criticisms or areas to add / improve, hmm... Tiny, if any. I couldn't really figure out what the in-game props did (if anything; otherwise I imagine there would've been a UI tooltip on them), but couldn't help but to think that a game with this scale of three-dimensional height could've benefited from a checkpoint system using props. Not sure if one is there, and I missed it, since I too had to cap my playtime to around an hour so I could test other jam games. Also initially thought the black doors / windows were teleporters. With a height meter showing how far up the player is, and what the goal height is, objective-tracking would improve UX and seems like an essential addition in further development. But all things considered, the amazing movement mechanics, level design, and atmosphere put together a wonderful package anyway.
Being a Montrealer myself, I was very taken by the inspiration behind this game and am amazed that a solo developer was able to realize the intended game design. One of the standout games of this jam. Excellent.
Played for a good 20 minutes, which says something. Awesome work!
It's just good fun. the controls feel very nice to use, the vibes and the aesthetics are initially unsettling, but overall makes way towards a more peaceful feeling once you let yourself just exist in that space, and overall the game is very enjoyable!
Very well done. The procedural generation of the levels is just really neat to see. Movement also felt good though I had a couple of issues with the wall run / jumps:
* The vertical wall run / clamber felt good, but it was hard to judge visually whether I'd be able to get up onto a platform with it or not.
* I felt I always wanted the horizontal wall run to go a bit further than it would let me. Maybe it's just relative to the space, or from previous experience in other wall-running games, but I kept falling short.
* The wall jump kicks pretty far out, and will do so automatically if holding the space bar from a previous jump. I kept accidentally wall jumping out into open space and falling.
The environment is very cool, and especially since it's based on a real-life structure. The music and the audio effects are all great. Visually, I did have an issue with the lighting just being too dark generally and thus finding it difficult to make out where I needed to go next sometimes. Whenever areas were lit with the lighted windows, it was fine, but areas without those could be difficult to navigate.
But overall, very cool and inspired game!
It is beautiful at the top.
Very well done, great work on your game. The movement felt very nice, though just floaty enough to make it a bit tense when you get higher up. I would have liked a restart button, mainly because the first thing I did was walk off the edge. but overall all this was really well done. I really liked seeing the whole tower spinning in the menu. Didn't find and bugs or have any great feedback. This is just a solid chill parkour game. Great job!
Absolutely supreme submission.
I learned too late about walljumps and how to use them, so I could not finish a single tower (also, I suck at this). Tried a few and it's so cool to fiddle with seeds and difficulty levels.
I would be very surprised if this game does not hit top 5.
Man, that's so fun!
I love the atmosphere, the controls, and the melancholic music. Everything fits very well. Also, good take on the jam's theme! 🧱
I think I may have found a bug, once I fell from the blocks, but I didn't die, I was just infinitely falling, so I had to quit and launch the game to try again.
I would have liked to see the interface fitting a bit more into the game art style, but this is just a detail.
Great entry, this is one of the games I had the most fun playing! 🎉
Thank you so much for your feedback! As a quick note, you can press the R key to respawn back at the base of the tower when you fall!
I love this game! It's like a Mirror's Edge version of Superflight. The soundtrack and HDRIs are very nice. As I played I slowly learned what jumps I could make and which I couldn't. At first all I did was wall climbing but soon my mind started picking up on places I could reach via wall jump. Very impressive!!
Star of the show for me so far. I do feel like a bouncy little pinball sometimes jumping through the towers, and there's nothing worse than falling all the way down. It's quite fun, even though I'm not good at it, and puts you in a mood, you know?
"It's like Mirror's Edge and Bennet Foddy's Getting Over It had a baby in The Backrooms"
- somebody, probably
Very Chill and relaxing. I could see myself relaxing and playing this.
Got to the top and nothing happened. Menus seemed to suggest it would have timed me or something but maybe that part wasn't finished? Over all fun
Passing the green goal tape at the top of the tower ends the timer (and advances to the next level in marathon mode); you have to enable the timer in the settings menu to see it! I forgot to add some sort of visual indicator alongside the timer for when a tower is climbed
Ah that makes sense. We're all pressed for time in a jam so things are bound to not get finished. The movement felt pretty good but sometimes I wasn't sure if I would be able to wall climb up or if it was going to shoot me back. I think with some time and understanding of the controls you could get pretty good at bouncing up these towers.
great music, chill gameplay, simple and smooth controls. good work!
Nicely done with procedural generation! Wish there was a little more to do than just climb
Very novel and relaxing. Love the movement system and surreal environment.
Unfortunately it stutters a bit for me. Could be bad V-Sync, I had to change to adaptive in my project for it to feel smooth.