Cyberspeed (Pre-Alpha)
A downloadable game for Windows
Inspired by Super Mario Sunshine's secret levels, Cyberspeed is a procedural 3D platformer where you can enjoy satisfying movement through endless levels. Collect and accrue orbs to spend in the in-game shop which allows you to add new types of obstacles to the generation.
Once you collect all 5 blue orbs in the level, the final orb will turn green. Touch the green orb to finish the level.
Controls:
W/A/S/D - Move
Space - Jump
LMB - Dive
November 10, 2022: Pre-Alpha Release
After a lot of effort, I've cleaned up the game enough for what I consider to be the Pre-Alpha release! The game has more refined mechanics, better visuals, music, sound effects, and has been more optimized for performance. A solid foundation has been established, and now I can really begin to expand on its contents. It's not perfect, of course, but I am happy with how far along this project has come.
Status | In development |
Platforms | Windows |
Author | JustinDM |
Genre | Platformer |
Made with | Blender, Unreal Engine |
Tags | 3D, 3D Platformer, Indie, Minimalist, Procedural Generation, Speedrun, Unreal Engine |
Average session | A few minutes |
Inputs | Keyboard, Mouse |
Download
Install instructions
Downloaded file is .zip
Extract and run Cyberspeed.exe to play
Comments
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this is a cute idea! some thoughts:
best of luck with development!
Hey! I really appreciate the feedback. I 100% agree with you; without more variation in the platforms, there isn't much replay value. However, as an extremely junior developer, I am struggling to find a way to incorporate more verticality into the current generation system. This will be a hurdle to overcome, but will make the game exponentially more interesting if I can figure it out.
A few specific questions if you have the time:
- How was performance on your system?
- How do the controls feel? The goal is to have responsive, consistent, and smooth movement.
Additionally, considering this post is nearing 3 weeks old, I wanted to share a more up-to-date screenshot. I've been spending a lot of time on the visuals. Again, thanks for taking the time to play!
that makes sense about verticality - i hadn't considered the ramifications code-wise. you might be able to achieve a similar effect with some tall shapes scattered about...? about your questions:
hope this helps!
The slide was intended to lead from being in a dive to dive jumping, similar to Super Mario Sunshine's dive. It's creates a sort of high risk/high reward situation when it comes to beating your personal best time on a level. Though admittedly, there isn't a reward system in place to entice the player to complete a level faster right now. I will definitely look into either adjusting the slide or creating more situations where you would want to use it. Thanks!