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High Velocity's itch.io pageLink to your Game Design Doc on Google Drive.
https://docs.google.com/document/d/1GWbJh0Gf92-cZKiAQSoBO7uqrkynjsD2TlSCH_Omvy0/edit?usp=sharing
Have you checked that your GDD is publicly accessible ?
Yes
Is your game set to public on itch.io so we can see it?
Yes
Summarise your game!
High velocity is a fast-paced speedrunning game where the player kills enemies to gain blood to use special abilities such as rocket boosting, and rocket jumping.
Wasd
left click
f
c
shift
control
Please explain how your game fits the theme:
The game sees the player as a killing machine(weapon) who goes through levels eliminating all the enemies in them.
Note that the web port is buggy and there isn't much I can do about this due to the nature of web-based game in general.
Is there anything you'd like the judges to pay particular attention to?
The visual style, and original soundtrack.
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Comments
this game is really cool! i liked all of the mechanics, and I'm not very good at first-person shooters, but if this was a full title this is probably where I'd learn! I know there's nothing you can do about it, but it just sucks that the web port is messy (control w is probably the worst part :( ) I liked the speed mechanic. and when I got the hang of things it was really fun! This might be a skill issue (again, bad at FPS games), but I struggled to understand how to go faster in the levels that had lots of tight circles, or platform spirals. it felt like any movement tool I had would send me flying way too far so I just walked normally. I think the game would be a bit more ergonomic if the dash was bound to the right mouse button since you usually have to pair it with the slide key. This game is really cool though! I really enjoyed it a lot and it felt very polished and fun!!! Good job getting your game out there :D!
Nice job, you got the fundamentals of a speed runner in the 2 weeks. Respawn time & location being quicker or voluntary was my main concern too. Level 2 was a little slower going than 1 (maybe skill issue) and I can't comment beyond those 2 since I was on web and 3 crashed. Keep working on making the maps really cool levels that are a rush to play and this will be awesome.
This review is only for the Web version on both Chrome and Firefox.
The running and jumping movement feels a little like Quake, but the ground pound and rocketboost changes things up. The game feels very smooth when you can pull off the different movements, like running, jump into a ground pound to get a boosted jump, then proceeding to use the explosion on a nearby surface to launch yourself. An issue I felt was the ground pound into the jump feels a little weird to pull off at certain times, which could be a skill issue, but it kinda feels odd to me that at certain times I can pull it off perfectly while at other times it keeps failing.
I failed multiple times and wanted to retry the timing again, but was a little disappointed that there was not a quick retry key you could press. There is a retry key in the settings menu when you press Esc, but it’s an extra keypress on a fast paced speedrunning game. Also, there is a resume game button, but it seems that the timer still keeps going, so I’m unsure if the game is even paused.
The art and music for this game is really fitting and catchy. I like that you included a camera sensitivity option as well, but a way to change the FOV would also be great.
The tutorial (level 1) has a great level design, but the text should be moved to either follow the player’s screen, or somewhere the player can easily read. As many times I had to stop and move backwards to near the edge of a platform to read what the text was saying. Which seems a little counter intuitive for a game all about building speed and momentum.
I don’t really understand the use of the melee attack. I know it is to kill the enemy, but why not change it to a bullet so the player has to aim and shoot at the enemy, instead of having to go up so close to melee it? With how groundpound and the explosion can be used to kill the enemies, the melee attack seems a little redundant.
The respawning positions should also be changed, as too many times I was spawning at the very edge of a platform.
Since this was a Web test, the game did crash on the 3rd level, so I couldn’t continue.
A great game for movement and momentum, but it needs a few tweaks for it to play smoother.
The game crashed on the web so I played the windows build. The core mechanics are very intersting. The tutorial level works really well. I had trouble to do exactly what I wanted as the movements are a bit "floaty". Especially in the level 2 I wanted to climb the spiral of platform using ground pound into jump, but in the reality I always had to stop, perfect my timing then execute. I might just be bad ^^
I kinda wish there was a retry key available and that falling would bring me to the start.
The movements needs a bit more work, but you sure got a good speedrunning vibe going on there. I wonder what the secrets are as I didn't find any.
Congrats ! I had fun :)
Note: I'm Playing the Windows build because when you crouch in the web version it crashes.
Visuals, music and sound fx of this game were on point. So crunchy! Only gripe from a visual perspective is the UI did not scale correctly.
Things I liked. The rocket jump and rocket boost were cool movement options. However due to the blood mechanic you have to limit their usage. Which would be fine except the other core movement mechanic, the ground pound, is way too tight timing wise.
I can see what you're going for, but trying to ground pound and then jump is insanely tight timing. Instead of me bounding through the levels I had to slowly get to the edge of the platform jump, ground pound and time the jump correctly. I even practiced the ground pound for several minutes to try and get the timing. It just felt inconsistent. When I'm flying through the air and have momentum the game feels great. Use the ground pound to get back to the floor great! But the ground pounding from movement into jump is too tight. We can chalk it up to skill issue of course, but when it's core to playing the game. It should be easier to execute.
Another issue I encountered was sometimes when I respawned I would spawn above the abyss instead of platforms, forcing me to restart. Other than that I thought the game looked very cool and loved the music and sound design. Luckily it should be an easy fix by increasing the buffer time.
It's got potential to be a cool oldschool speedrunning game. Just gotta tweak the timings a bit and potentially the level design.
The sliding with momentum feels nice! I think i soft locked myself by not ground pounding on the low platform. I kept respawning there. Some good potential here! Good job!!
You have to ground jump and ground pound to gain more height.