Fragmentation by Flatgub

Fragmentation
Brutalism Parkour Collectathon!
Part speedrun, part easter egg hunt, I've hidden 30 fragments around this brutalist cityscape for you to collect, if you've got the speed and skills to find them! Wall jumps, Slide boosts, ledge grabs, a speedrun timer, its got it all!
As is my typical style I ran out of time right as I got around to the good part, so its regrettably short, but I'm still really proud which is more than I can normally say.
| Link | https://flatgub.itch.io/fragmentation |
| Link | https://flatgub.itch.io/fragmentation |
| Link | https://flatgub.itch.io/fragmentation |
| Original URL | https://ldjam.com/events/ludum-dare/58/fragmentation |
Ratings
| Overall | 422th | 3.475⭐ | 22🧑⚖️ |
| Fun | 174th | 3.7⭐ | 22🧑⚖️ |
| Innovation | 703th | 2.575⭐ | 22🧑⚖️ |
| Theme | 741th | 2.725⭐ | 22🧑⚖️ |
| Graphics | 358th | 3.75⭐ | 22🧑⚖️ |
| Audio | 374th | 3.211⭐ | 21🧑⚖️ |
| Mood | 271th | 3.75⭐ | 22🧑⚖️ |
| Given | 15🗳️ | 19🗨️ |
Also a small suggestion, maybe it might be a neat addition if the checkpoint would also save the direction the player is facing. Otherwise they have to reorientate everytime they fell.
I made it to the final door, but struggled A LOT with the final climb. Even though the 2 ledges seem like they should be the route up, I tried jumping from one corner platform to the other I'd say a good 30 times to no avail. I had to try so many different things to finally find something that worked consistently (I ended up starting and wall jumping basically pressed up against the wall) - but it was very satisfying to make it to the end, and I'm glad I stuck with it. Overall really well done, you know how to make the game feel very satisfying to move in.
@t-c @le-don - Yeah that one pipe jump is the only part of the game I truly regret. I added it while rushing out the level and while I knew it was sort of rough after testing it myself I didn't realise how bad it was until i had the game in the hands of some friends but by that point i didn't have time to finish it. If I *do* end up doing a postjam version thats the first thing i'm removing :sweat_smile:
Besides this, the game is great! The atmosphere and rough texturing is on-spot!
Keep up the good work!
I thought the game progression was very well designed, and even though the art assets are relatively simple, you put them into a coherent aesthetic, which is a great move! Loved the brutalist building style, and it really fits the parkour vibe. Also, great job with the audio :)
But there are several problems.
Why let the player place their own checkpoints and limit where they can be placed so much?
It makes sense on the platforms at the beginning. But at the end, I don't understand why you can't place them after climbing the crate area?
Especially since I never managed to do the second slide jump, and after climbing the crates 30 times, it's really frustrating.
Next, “Edge Recovery” is cool, but the problem is that it doesn't launch immediately, and you tend to do another wall jump to try to get out of the situation.
It should either be more responsive, or there should be an animation to indicate that it's launching.
Finally, as mentioned earlier, Air Control is very punitive. A little more control would make the passage of the pipes less painful.
But clearly the visuals and controls in general are cool, and the atmosphere works well. I prefer exploration games to speedrun games, but clearly this prototype has the potential for something bigger.
Well done!
That said, I consider it a good sign for a jam game to be fun enough that one singular misconsidered input combination is enough to sink it. Its not a difficult fix to make clamber the default when hitting an edge without holding space, and would single handedly clear up most of that problem space.