|||| 8 - 15 nov 2014 ||||
7DFPS ...
GRIP
by DoubleS | submitted for 7dfps |

32

18


Tag line
Climb on every surface!


Download links (see about for more)
About
GRIP is a free-running game on buildings where you can grab and climb on every surface. Highly appreciated if you check this game out on Kongregate! Standalone version added! Linux and Mac versions added! Instructions: Jump and climb your way to the orange ball at the end, grab the ball to win. There are controls in-game, but if you're confused: wasd/arrow keys: Move. space: Hold to build up jump bar, release to jump. Run off an edge with space held to auto-jump. left/right click: Hold out left/right hand. If a hand hits something it grabs onto it. Release click to jump in the direction you're facing.
Zebrazilla says...
Fantastic prototype and proof of concept, really loving it! : D
donuts741 says...
Really fun and addicting. You can go on a different path each time
Zebrazilla says...
Any chance of getting standalone version of this?
N427 says...
Wow, very original and incredibly fun!
DoubleS says...
I'll try to work on a standalone version, don't know how it'll turn out. It has some resolution issues, since it was designed for the web resolution.
31 says...
I seemed to get two menus at once when I finished, but awesome concept! Took me few falls to figure out how to climb upwards, but beautifully simple mechanics.
DoubleS says...
Whoops, possibly a bug I put in trying to scale everything for standalone. I'd rather leave standalone in a buggy state and have web stable, just bear in mind that for now the standalone menus won't really work in non-widescreen resolutions.
danarchy says...
That was fun! It took a while to get the hang of the controls, but I like where it could go.
Prodevus says...
Absolutely love it! It'd be better if you could see your feet when looking down, but apart from that, it's great!
Several says...
Lovely mechanic and visual aesthetic. Didn't much care for the level design, though—it felt like I was engaging in the awkward movements (slowly suckering my way up the side of a building) for far more time than spent with the fluid, fun ones. Perhaps this unfortunate ratio is more a consequence of getting lost a few times, falling, failing jumps, and then having the freedom to opt for a more direct route (straight up the side of a building) towards what seemed like the most likely goal. Some things that might've helped me would be A) more points of reference for jump height & distance, to better mentally calibrate my assessment of feasible jumps, or B) removing some of the freedom in places. Clearer indication of the intended route(s) would also be nice—I think I inadvertently skipped a chunk of the end. This is another prototype that I'd love to see refined and made into a larger game, with level design getting as much love as the mechanic and menus. Cheers!
DoubleS says...
Thanks for the feedback everyone! Level design is something I really struggled with. I'm definitely filing this game under possible long-term projects, maybe with people who can help out with world building. Although you can't see your feet, I tried to get rid of the problem of first person platforming with the auto-jump feature. Even if you CAN see your feet while looking down, that doesn't make any difference while you're looking forward.
Wook says...
Holy hell, this is an awesome game. I love it. So much. It's already so amazing, and has SO much potential... You NEED to keep working on this. Maybe more physics in the environment? Ya know, just crates and whatnot that you might need to grab on to, but might fall. I dunno, just an idea for a more final game concept. GOOD GOD I LOVE IT (keep it up)
SewdiO says...
(I just tried it out, i hope you'll read this as it's quite a late comment) I had this same idea of both hand control/grip for a while now, so i can only love this, great ! :D Here are my critics/concerns (because if you intend on doing something bigger off of this, that's what matters !) : We don't know what's intended and what's not. I'm sure you don't exactly either though :p The intended path (at least the "main" one) isn't clear, and that creates confusion : giving a direction to the player also explains him the mechanics (from a wall across a gap to a platform : wall jump). Here we aren't sure, making some mechanics less obvious. My second concern is the fluidity, but it may be inherent to the grip mechanic. The game as it is isn't fluid (the auto jump is awesome though !) : when in Mirror's Edge you'd do a wall run from a platform to another without losing your speed, here you have to stop a little bit on the wall while gripping to charge the jump, then jump onto the platform, breaking the rythm. Also, climbing up walls is not really fluid here. Because we're left to ourself we don't know the climbing technique and might not do it as intended (such as rochet jumping without crounching in TF2 id you're familiar), which makes it a bit tedious. Going on, some suggestions : For the climbing, a simple way to make it fun would be to make it rythmed. For example "left-space-right-space-left-space-etc.." at a constant tempo, making it so that if you're too fast or too slow you bobble around and so lose your momentum/speed. Space could have to be a little bit charged to make it trickier, but not too much so as to break the flow. For the wallrun example, i honestly don't know how to make it smooth. Maybe something that allows you to slide on the wall while charging, so that it's not immobile ? Also, a strafing mechanic could be cool as it makes a failed jump much less punishing : if you jump just not quite at the right angle, rather than falling in the void you could reajust you trajectory midair ! And lastly, to hint the main path, lights and colors are very good ! (TF2 and Mirror's Edge are great examples) Once again, great job on Grip ! PS: I realized i might be wanting a TF2/Mirror's Edge blend with a bit of hand gripping added and i'm quite sure everyone as different opinions and wants, so that may not be your goal. I'm suggesting things, but the more important is what you want to do and what you enjoy doing ! (i tend to give the impression that i'm forcing my ideas upon others -and maybe i do sometimes unfortunately- but that's not my intention at all, that's why i did this ps) Also : swinging bars would be awesome, and you can't disagree on that ! :D
Cheeseness says...
Oh wow, this is beautiful. Lighting General aesthetic is great, gameplay is pretty solid, the sounds and camera movements are really immersive. Are you planning to take this farther? I'd love to see/playe more. Thanks also for providing a Linux build! :D
Cheeseness says...
Contrary to the above poster, I appreciated that the game didn't nudge me very firmly along a particular path. It felt like there was a general direction indicated by the orange platforms, and that was enough for me (I still went exploring in other directions anyway) ^_^
This (much like other peoples thoughts) was, to me, a brilliant game and is probably the best parkour game I've played (the only other being Mirror's Edge, which can be kind of wonky sometimes) and if this were turned into a full game, with many levels of many paths, and differing aesthetics, I'd most definitely purchase it! Hope someday you will!
this is a great concept. you should add enemies in the full version and optionally a weapon(s). i however found the mouse sensitivity to be irritatingly high
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