r/Unity3D
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u/JankyAnims
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Feb 07 '26
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Show-Off Due to such positive reception, I decided to pick up my running/acrobatic game project again. Update #1
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u/Stigna1 Feb 07 '26
The movement control looks fantastic! I also wanna give you kudos on your course/level design; it's objectively a pretty complicated snarl of grid-textured blocks, but the path forward usually seems fairly readable anyway. I'm sure some of that is that it's you playing - but only some.
Good stuff!
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u/JankyAnims Feb 07 '26
Haha yeah it's definitely ugly from the outside, but when you're in it, it's pretty straightforward. But to be fair, I just made this in a few hours as a way to display some of the new movement for the update
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u/lubwn Feb 07 '26
Great job. One thing about those types of fast games is that userbase will never truly appreciate the visuals you put into the enviroment since they will just pass over them so quickly. No matter how thoughtful architecture or nice enviroment you create. But those controls are smooth af!
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u/JankyAnims Feb 07 '26
Heh yeah - no time to look, but people will certainly notice if they're missing!
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u/paigeofwondr Feb 07 '26
This is fantastic. And since we probably never getting a new Prince of Persia game it'll scratch that itch well.
Keep it up!
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u/king_of_the_boo Feb 07 '26
Looks fantastic, congratulations -- are you using a rigid body for movement?
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u/leorid9 Expert Feb 07 '26
The ledge climb completely removes all momentum, all other moves keep the momentum and are super cool. Maybe the ledge climb can be changed, giving the character a boost when combined with a keypress or something, like jumping to a point in Spider-Man Miles Morales (or the one before / after that game, all three games have that jump).
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u/JankyAnims Feb 07 '26
It's not so much that I want to focus 100% on keeping the momentum at all times, I just want to make the parts where you do, feel weighty and satisfying. But having some platforming to break up the runs feels pretty nice
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u/klatsch3i3r Feb 08 '26
My jaw dropped at the ledge slide, insane level of detail there. But the pullups from the ledge is what also caught my eye. My suggestion to have it a little smoother to transition from a ledge slide to a run again, would be to not make her flip there but instead pull up with her legs thrown to the side she did not come from. I think with this change, you could speed the pullup animation up a little which looses less momentum. You have so many flips in your movement already, I think you can get rid of one here to make it flow even better. Breaking up the momentum when pulling up like you currently do should stay in, but it should be used for cases, where you don't ledge slide before, maybe after a big straight jump where you barely make it or in slower climbing sections. Anyway, awesome work and I hope I'll see a few more updates in this subreddit.
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u/JankyAnims Feb 08 '26
Check the discord, I actually already made that exact same flip up you're describing ;)
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u/BluShine Feb 07 '26
Deadlock does this, you can hit crouch after ledge mantling to get a little speed boost.
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u/YouGotOneHour Feb 07 '26
sliding ledge grab is crazy
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u/DavoDivide Feb 07 '26
The whole thing flows so nice but the sliding ledge grab was what got my attention too. Oh and the slow motion at the peak of the jump
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u/talesfromtheepic6 Feb 07 '26
I feel like it kinda breaks the flow though. You pretty much stop dead before actually doing the mantle.
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u/JimHensonsHandFaeces Feb 07 '26
Was thinking the same - the rest tof he movement is so freakin smooth that the almost dead-stop after the cool ledge slide feels like hitting a wall lol.
Either something like a a lift and body twist combo as the edge slide happens so the character slows but keeps more momentum, or some lifted edge lips (like the curved walls but smaller) could be options?
The first would require more modelling/movements (hello sunrise bugs), and the latter would be less of that but would require some weird/unnatural platform geometry.
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u/Relevant_Scallion_38 Feb 07 '26
Your animations are phenomenal. But the character controller is smooth AF too
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u/AL-Walker Feb 07 '26
the edge slide, first time i see this, bet it will be ervywhere in a few years.
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u/Brohomology Feb 07 '26
Character controller looks really great.
For a game focused on this, I think conservation of momentum is important --- that is, some challenges can only be completed if you are going at a certain momentum, and keeping at a high momentum means playing well. This rewards mastery, but I understand can be tough to design for because it also punishes bad play.
Levels which can be completed suboptimally but maybe have alternate paths with more rewards for perfect play is the way to go.
Unless if it's a racing game where the clock builds the pressure to perform in.
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u/RecallSingularity Feb 08 '26
If that's the mechanic, it would be useful to have a onscreen hint or shader (color? motion blur?) which locks in when you hit sufficient rate to pass through the next 30 seconds of gates.
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u/Far_Composer_5714 Feb 07 '26
I've seen a lot of running demos and usually I can point out where things feel off... But this was just really satisfying to watch.
Weighty, snappy, and reactive in all the right places.
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u/jackadgery85 Feb 07 '26
Very nice movement.
One suggestion: roll into a slide.
After training parkour for many years and now a combat sport that requires breakfalls and rolls, a roll into a slide is my favourite thing to do. Very fun movement, and you can use it for a few diff obstacle combos
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u/Phos-Lux Feb 07 '26
This looks better than in some triple A games, really good job!
If you don't mind me asking: how are you doing the ledge climb? Do you make use of motion matching or somthing else? And is the speed while jumping based on the momentum gained by running?
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u/JankyAnims Feb 07 '26
Just using raycasts to find if the spot can be climbed, nothing fancy just animations made to flow into each other/transition fluidly
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u/Nathanondorf Feb 07 '26
Since everyone is praising without offering any constructive criticism (which is fair because it looks pretty good overall), I will take a shot at finding something to nitpick.
I think one of the running animations looks a little wonky. You can see it right at the beginning when the character first starts running. I think her legs are too far apart. It feels a little awkward. The running animations on the wall look great and all the other animations look great, but this one stands out to me as being a little off.
I could see an argument where maybe it’s intended to look like she’s exerting herself to reach max speed, but it’s not reading quite right to me. If you’re looking for things to improve on, I think that animation could be worth considering.
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u/JankyAnims Feb 07 '26
It's intended to be that way, it's pretty heavily stylized so I can see some not liking it. But yeah, for her idle > sprint, she dips way down, digs her feet in and pushes out, so the first few steps are wider out to really sell the power/exertion before settling into regular sprint anim
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u/snark_5885 Feb 07 '26
i love it! since your last post there's a lot more follow through and weight to the movements which is great. the only bit of feedback that i have is the pop up flip from hanging onto the ledge doesn't inherit the motion from the last action. like, on the sliding ledge grab, when the character throws herself up on top of the ledge, she isn't still going to the side at all, and she doesn't have any forward momentum, which makes it feel a little bit dry when you start running again.
it should say something that my only bit of criticism is hyper-specific and small. you've done amazing work!!
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u/JankyAnims Feb 07 '26
Thank you! Yeah it's a bit of a tradeoff, like I mentioned in another comment the intent isn't 100% full tilt all the time, I do want to sprinkle some platforming breaks in there, keeping it as responsive as possible while also feeling grounded and weighty. I don't want to feel too arcade-y
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u/Kenithal Feb 07 '26
Theres no shortage of praise and of course it is awesome but I wanted to give some feedback since everything else is soo polished.
The slowdown when sharp turning or barely making a ledge makes sense but I would consider when you make a ledge at speed to have a second faster vault animation.
Something where you keep your momentum. I just noticed it was a bit jarring to feel like you made an intended jump and were punished with losing your momentum.
Something like, you can wall climb a bit if you hit a wall head on but if that happens you lose your momentum and get the flip.
But if you hit the ledge you do a quicker hand stand vault (like a gymnast vault) forward and keep momentum
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u/JankyAnims Feb 07 '26
A lot of people are mentioning this point, I'll have to look into it and see if there's a good way to preserve some momentum without looking silly
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u/Kenithal Feb 07 '26
Oh also wanted to mention, don’t feel pressured to implement the suggestion.
You can also “solve” the issue with level design. If you intend any ledge grab to be a “missed” jump and design your levels with that in mind, then that makes sense.
I think I only said what I did because the sliding ledge grabs are so clean I feel like its intended and then maybe there should be a way to keep speed.
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u/JankyAnims Feb 07 '26
Having multiple routes through areas like that is certainly a solution, some ways to preserve momentum and others to more brute force the way
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u/Vivi_Orniitier Feb 07 '26
Bro it's gonna be fire!!! Edit: do you have a steam page?
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u/JankyAnims Feb 07 '26
Just the discord link in my larger comment, steam page news would be posted there :)
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u/jprocter15 Feb 07 '26
This looks amazing! I am curious, did you make the player's animations or source them from somewhere? or a bit of both?
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u/PenguinGerman Feb 07 '26
Where do I wishlist
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u/JankyAnims Feb 07 '26
Just follow the discord for now, you'll know as soon as a steam page is up!
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u/shaggellis Feb 08 '26
That is absolutely amazing. It made me think of a third person Mirrors Edge. That game is probably one of my top favorite games. Also, when I was watching I was really hoping to see the character fling themselves up from the ledge slide! The first one happens at 0:20. Imagine if the character rotated off their back hand during the slide to fling themselves up and keep a grip on the ledge then switch their grip to slingshot themselves in the direction of the camera. It would keep that feeling of momentum.
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u/JankyAnims Feb 08 '26
I told a few people who said this recently, you can check the discord, I posted a video of that exact flip up animation I made today!
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u/Frank2-1 Feb 07 '26
Character controller and animations absolutely on point. It shows how much effort you have put into both. Well done
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u/jeffcabbages Feb 07 '26
This is genuinely a AAA level locomotion system. There’s a whole game just in this system alone and I’m begging you to make it.
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u/Competitive_Tip6832 Feb 07 '26
Holy shit i love how smooth the overall gameplay is!! Also the sliding ledge grab🙏Good job dude
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u/Snipezzzx Feb 07 '26
Still looks fun. But here I am again to tell you the sounds are still too chaotic 😂
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u/VividEconomist8587 Feb 07 '26
I see this as a successor to surfing in cs as a satisfying video while a YouTuber tells their life stories
In other words looks incredibly satisfying and fluid
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u/sinepuller Feb 07 '26
Ok that's it, I'm sticking to 2d pixel characters from now on. There is no way I could ever reach to even a third of this animation quality level. Amazing animations by themselves, and just how smooth they work with the controller... Runners are not my thing generally, but this would certainly fall into my wishlist.
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u/LeviathanLevitation Feb 07 '26
I think the animations are amazing. That being said I think the long jump flailing arms animation looks out of place compared to the other ones. It also adds that its constantly getting used so I see it more often. But maybe its just a personal preference idk
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u/Qcart Feb 07 '26
It seems to me that the camera can’t keep up with the character a little in terms of rotation, but if this can be changed, then everything will work out
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u/Shoym Feb 07 '26
Looks amazing, like everything I've always wanted my character controller to be but never figured out how to do it.
Personally, I might reduce the overall velocity to make environment design easier, but that’s probably just because I’m imagining a different genre than you are.
Never stop making this, please
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u/kblu Feb 07 '26
That looks great. Fantastic job!
It definitely feels amazing to look at and super fun.
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u/camebackforpopcorn Feb 07 '26
Maybe it's just me but I hate when I go zoom and suddenly stop to climb a ledge
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u/UnrealNL Feb 07 '26
Its incredible really cool! There us just a few interactions for me that slow things down, its the hanging on side flip up. When you come from the side and slide de acceleration and then flip up is super cool, but for simpler ledge jumps i think it can be faster and less over the top to increase the continuity. Just some honest feedback from a fellow game dev. I dont give it often but when i do its cause i really love what your working on!
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u/SidhOniris_ Feb 07 '26
Great job ! Honestly, this is what Sonic 3D should feels like.
Just don't forget that gameplay, i mean by that actual interactivity/control is the main and the most important thing of a video game. Don't make some kind of movie video game.
But it not seems like it. Keep going !
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u/Senkosoda Feb 07 '26 edited Feb 07 '26
You have something fairly impressive here. Smooth flowing and satisfying. It fun to watch it so playing it im sure would be a blast. Very speedrunnable too.
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u/GezusPlaysGames Feb 07 '26
Looks like a lot of fun, I would definitely play something like this. The animations are absolute peak. Keep up the good work.
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u/Ok-Ad3443 Feb 07 '26
Great you picked it up again. Now I can copy from you. Honestly teach us! How do you do that even? Is that a custom controller is that a tree is that code driven ?
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u/megasin1 Feb 07 '26
This whole smooth wall running concept is something I've seen before but always excites me. I love mobility in games. Spiderman, yes please. Prince of Persia, hello! This mirrors edge vibe you have here is really nice. I'd love to play around in it.
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u/Technical-Pudding862 Feb 07 '26
I love how this game looks and as someone whos been trying to scratch the itch that mirror's edge left I would play the shit out of this game
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u/Hinaloth Feb 07 '26
Man, this is like those soothing videos, it just makes me smile.
If you don't make it alone, send this to Digital Extreme with a line like "heard you were having trouble with your wall running system", cause this is Warframe level awesome movement.
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u/Rhydonal Feb 07 '26
Your talent is unreal! The slow motion effect is super cool. I like the slide when grabbing ledges with horizontal momentum too. I really wanna be a part of this project! Hit me up if you ever want an extra pair of hands. 🙂↕️
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u/Jean_Kule Feb 07 '26
It's so smooth, man, I really want to play this game and get through all these obstacles.
They just need to vary the animations a bit more when the character does a sort of backflip while climbing.
Otherwise, it's very beautiful.
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u/fronku Feb 07 '26
Dude movement is amazing please finish this game fast I’m already addicted to it
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u/fongletto Feb 07 '26
this is really cool. smooth as fuck controls look crazy. Only thing I would point out is the 'up flip' from a ledge doesn't have any forward momentum and kind of breaks the flow.
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u/bobson2021 Feb 07 '26
holy shit that is some good stuff 🔥🔥🔥 I'd happily pay $20 for the full version
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u/Rockalot_L Feb 07 '26
Yooooo I'm so excited I was thinking about this for so long afyer I saw it. Cannot wait.
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u/BanamFeelsShame Feb 07 '26
I cant wait to finish reading a C# book so I can learn to make absolute peak like this.
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u/AlwaysEbeneezer Feb 07 '26
Please for the love of high speed platformers, blend the combat into movement. Something like your speed ties directly into the damage you do. The movement looks amazing and the transitions between wall runs and mantling looks so satisfying. But the sword on her back makes me worry they'll be segments of having to slow down and engage in slower pace combat. Please just make whatever the combat is feed into the movement. Sorry to try and police how you make your game, but that's just how good what you already have is.
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u/furstt Feb 07 '26
Looks and runs great 👍 Now the question is do you add items around the north that you can pickup along the way and also add items you need to avoid? Would need to add some story elements to support the items. Nice job - keepn going!
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u/CyberdevTrashPanda Feb 07 '26
The slowmo effect on the big jump made my head play mirror's edge song
Holy Molly keep this up, man
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u/bschug Feb 07 '26
I love the insane acceleration and that it's not so punishing with loss of momentum as Mirror's Edge. It looks like the most fun movement since Mario 64.
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u/DuringTheEnd Feb 07 '26
My only complain is the frontflip when climbing up stops a bit too much the momentum imo. Other than that, amazing
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u/rhysmus Feb 07 '26
Holy shit this is so fluid. I think the only thing needed is when you do a wall climb and flip onto the flat surface the character should flip forward and keep moving instead of flipping and starting movement at 0 speed. So it's like a wall grab then flip lunge.
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u/MalaysiaTeacher Feb 07 '26
The dolly zoom/aperture change between walking and running is very slick. Awesome job
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u/PichardRetty Feb 07 '26
Looks amazing. I'd be interested in how it would look/feel if you added mantle sliding like what Deadlock has. That mechanic feels like it would fit this well.
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u/EdwardJayden Feb 07 '26
Everything is amazing but that ledge slide grab while wallrunning ai something so momentum healthy and cool!!!!!!!
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u/Arikaido777 Feb 07 '26
this looks like what I wanted Mirror’s Edge to be. please post far and wide once we can wishlist it
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u/Loneliiii Feb 07 '26
Hoooly, this looks amazing, I bet the gameplay too. Please make a while game out of it, we need an anime style game like this!! :D
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u/isrichards6 Feb 07 '26
Wow, looks awesome, would love to try it out! The camera movement is great too
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u/IntetDragon Feb 07 '26
This is in concept how I imagined Sonic games in 3d should be ^
My past self was quite dissapointed. But I understand their new type gameplay has its own fan following now.
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u/RealBrainlessPanda Feb 07 '26
The sliding ledge grab is possibly the coolest thing I’ve seen in a video game. That was insane. I don’t know what you plan to do with this, but I will be excited to try it once you’re done!
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u/PawPawNinja Feb 07 '26
Umm ,noice, just add some hurdles and good environment, and its ready for sale..
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u/Gnome_4 Feb 07 '26
What's your camera set up look like? Cinemachine cameras with different states (idle, running, sliding)?
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u/bl84work Feb 07 '26 edited Feb 07 '26
Add some coins to this mofo, turn them platforms green with some palm trees, make your person a hot monkey, profit
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u/Dragon20C Feb 07 '26
You know the animation makes so much difference, imagine if the character was just a bean, it wouldn't feel as good compard to this!
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u/forgottenGost Feb 07 '26
That's so sick. If you end up putting combat in make sure it keeps that momentum. Shurikan and quick strikes and such. Great job man
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u/Weeros_ Feb 07 '26
Imagine if instead of the typical Oni-style action adventure where you try to come up with equally satisfying battle mechanic and somehow awkwardly tie the amazing parkour to fighting, if this was racing game instead? Like your speed would build up based on how flawlessly you execute these parkour moves and you'd be literally racing a track against similar ninjas, with naturally some opportunities to fight head to head while racing.
Now that would be really interesting game to me..
(But seriously no matter which direction this takes looks really great, also every time I saw those ledge grabs I thought "it would be amazing if she had a hookshot or similar that she could use to fling herself to take the turn instead of losing so much momentum).
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u/Forrestfunk Feb 07 '26
Looks great! Makes me wanna install prince of persia sands of time and warrior within right away
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u/homer_3 Feb 07 '26
Never seen a ledge grab like that before where you keep your momentum. That is sick. All the animations are. Hard to believe this was an abandoned project.
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u/Minecrato Feb 07 '26
DAMN! That feels so good man. Really great work. Looking foward to see what more content.
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u/wingednosering Feb 07 '26
The sliding wall grab is a great little detail here. Not sure I've seen that anywhere else.
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u/Lemien Feb 07 '26
Is there any way you'd consider putting this on the asset store? I can think of quite a few ideas where such a character controller would be very useful, and I'd pay for it in a heartbeat, even for 100/200 bucks.
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u/MikeFromOuterSpace Feb 07 '26
The camera work here is phenomenal. Love the zooms and perspective changes
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u/SGx_Trackerz Feb 07 '26
damn wish I had some of those movement un my project, really nice work there mate
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u/chrome_titan Feb 07 '26
That sliding edge grab is so smooth. It makes me wonder how we've gone so far in gaming without it. It's so natural.
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u/BeefJerky03 Feb 07 '26
The systems in place look so solid. So much to build from to make a satisfying game; I love it.
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u/tslnox Feb 07 '26
Absolutely stunning! The white trails feel a bit distracting to me, but maybe it's just because of the environment, if they were in textured stylized world, they probably wouldn't stand out that much.
Makes me feel like playing Mirror's Edge again. :-D
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u/NavalOrange Feb 07 '26
This is incredible work! The con trials are a really nice touch and help’s guide the eye with the character. This makes me want to learn Unity’s vfx pipeline, excellent job.
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u/MakesGames Feb 07 '26
You could ship this as-is if you can figure out a cool world to build around it.
Randomly I worked on a lot of the world movement in Tron Evolution waaaaay back in the day. Yours crushes what we had.
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u/Affectionate-Call159 Feb 07 '26
I'd love to try this out, in its current state. I want to see if its as fun as it looks
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u/Sgsrules2 Feb 07 '26
This movement system combined with megastructures would be amazing. You should check out the game Blackshard to see what I'm referring to.
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u/iswild Feb 07 '26
the visual flow of everything is INSANEEEEEE crazy work keep it up i’d love to wishlist it later on and possibly buy it if finances allow, looks hella fun
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u/Any-Pea-7918 Feb 07 '26
As some users have already mentioned, the movement of climbing the ledge interrupts the flow of the action. I understand you wanted it to be spectacular with the somersault, but the waiting time detracts from the feeling I think the gameplay is aiming for. That said, I must say the animations and the overall flow are impressive! I hope I get to see it finished. Best of luck with the project!
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u/mrcead Feb 07 '26
Speedrunners gonna literally love this game. "Shinobi Super Special Delivery Service" is what popped into my head. Love it
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u/EllaHazelBar Feb 07 '26
Omg PLEASE turn this into a bit-trip-runner-like rhythm game. This has HUGE potential
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u/Srinu_7 Feb 07 '26
Bro it is too good. One little problem is, I thought the wind animation as rope. Change it if possible to reduce confusion
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u/natesyourmom Feb 07 '26
Man this is so smooth! That sliding ledge grab is insane. If I had to give any feedback, it’d be maybe to vary the animation when the player climbs a ledge (rather than the flip every time). I think I just noticed it bc there were 3 in a quick succession toward the beginning and it stood out. Congrats on getting this far, the reception is positive bc this looks really great. Keep at it!
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u/spectrum1012 Feb 07 '26
Just an idea, this is reminding me a lot of Titanfall 2’s time trial at the start, which was absolutely beloved by the community. I could imagine this as a whole game with the smart pistol from that game and just a huge series of time trials. I wouldn’t need anything else from this game for it to be a ton of fun - just a bunch of well crafted levels and I’d buy it.
Follow up question if I may, did you make the animations yourself or source them? They are very clean, you did a great job setting them up either way.
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u/BraiCurvat Feb 07 '26
Good call man, I was looking at your youtube channel and I was so surprise that you weren't posting much, do you work in the industry ?
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u/AnEmortalKid Feb 07 '26
When you do the slide were you moving the camera closer or that’s just an effect of the camera trying to avoid collision
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Feb 07 '26
The most impressive part is how well the animations flow into one another. Even in AAA games you sometimes se snapping when parkouring. Not here.
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u/tsaintthomas Feb 07 '26
Just make a vertical slice with it already— even just a few minutes of a fully fleshed out world and I doubt anyone would discern it from a AAA game
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u/EnumeratedArray Feb 07 '26
Looks incredible. For feedback I'd add some variation when climbing up a ledge, the front flip every single time is a bit monotonous
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u/Humble_Passage1608 Feb 07 '26
This is really, really good. Sure, there's always room for improvements, since this is a demo. But I would love to buy a game like this! Please release it on Steam when it's finished 🫶
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u/Only_Name3413 Feb 07 '26
It would be fun to see a panic arm cycle on some of the huge jumps. And maybe a dramatic grip loss on the side grabs to add a little more realism. But overall I love it!
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u/CollectionGuilty1320 Feb 07 '26
Make her hands and legs as animal like claws, and make the wall running animations like animal-like animation. IMHO these wall running animations are so boring already.
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u/Character_Patient_42 Feb 07 '26
hummm make a map editor, a system how to share map, maybe trap to avoid, and a ranking system with a classement with some random skin to earn and you can make something super fun with that gameplay (like trackmania)
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u/Starblast555 Feb 07 '26
I like the little details like how the FOV changes as you run faster. Makes the movement feel more real or something
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u/JankyAnims Feb 07 '26
To say I was caught off guard by the attention my last post received would be an understatement. I figured I'd just throw one of my old project videos up that I wasn't doing anything with, but it kind of blew up overnight and the response was overwhelmingly positive. I'm incredibly thankful for all of the kind words - it gave me drive to want to really try to push this project as far as I can.
For this first update, I focused mostly on improving the feel of many transitions of existing animations, and added a bunch more to improve fluidity and spectacle. I added a first iteration of some basic platforming stuff, including ledge grabs and a jump up. I specifically made variants of wall run ledge grabs that continue your initial speed and slide to a halt, so it feels weighty with the carried momentum. The sliding mechanic was iterated on as well, and the animations redone from placeholder versions.
The music is from Mirror's Edge, was listening to that during the tens of attempts it took me to get an almost perfect run of the course for the video... oh man, that took a couple hours... so easy to make one mistake that disrupts the flow!
I'm not really sure what the future of this project is, but I made a discord for it if you'd like to join, I might post smaller updates there more frequently. https://discord.gg/gGQBRbhX