Rooftops & Alleys: The Parkour Game

Rooftops & Alleys: The Parkour Game

HaikenEdge May 25, 2024 @ 12:39am
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To start, I'd like to say that I've been looking for a proper third person parkour game since Free Running.

  • I'm not saying there should be a "hold to parkour" button, but I feel like some of the controls could be consolidated. For example, the cat pass requires two keys to execute: LMB + R (KB&M player, so don't know your controller inputs); this strikes me as something that could be just one key instead of two, something you can hold down and have it automatically trigger instead of having to time it precisely or have it break the flow of the line since it's such a basic building block of parkour that having it require two buttons feels counterintuitive. Same with having a separate button to charge the jump; the game already waits until jump is released to jump, so I don't see why charging the jump isn't just built into that instead.
  • Actions feel oddly restrictive. Get too close to a wall, and you can't jump. Stand, and you sometimes can't jump. Some walls you can climb. Other walls of the same height, you can't climb.
  • Sometimes, I can climb up onto a ledge I've vertical wall run up to, and other times, I can't. Why?
  • For that matter, I think vertical wall runs should always be an option for any wall, even one you can't get to a ledge on; vertical wall run into an eject feels like something that should be included as an alternative to just running up to a wall and then just... standing there.
  • And what's with the lack of the Tic Tac? A good 5 minutes trying to get it to go before realizing it probably wasn't in the game.
  • If you're going to put invisible walls, you might as well put a visible one so I at least have a visible indicator as to where the map ends.

I bought this thinking it could be Tony Hawk's Pro Skater but for parkour, but right now, it's more like Free Running 2.0.
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Nganglu May 25, 2024 @ 9:13am 
While valid, I feel like he's probably working on that at the moment. Climbing any wall will probably have to be handled differently than the current implementation. The character controller is probably looking for if (wall.hasGrabbableLedge) or something like that before triggering the interaction instead of directly translating the collider's reactions, but I'm just speculating.

To implement running on any wall, he probably wants to tie it in with the current wall run mechanic to define what happens before the character grabs the ledge and at which approach angle which animation/system is triggered. Opening the possibility, not only for tic-tacs but for wall flips and more fluid wall run exits. I'm sure it's not an oversight and that he's actively working on it, but I was too a bit disappointed by the lack of tic-tac.

For the control scheme, I can't say. I use a controller and it feels reasonably intuitive. I believe it was not build with KB&M in mind so the UX on that side might still suffer a while.
HaikenEdge May 25, 2024 @ 11:53am 
Originally posted by Nganglu:
For the control scheme, I can't say. I use a controller and it feels reasonably intuitive. I believe it was not build with KB&M in mind so the UX on that side might still suffer a while.
I mean, I think my major complaint for the control scheme was that "two button things should be simplified down to one button"
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Date Posted: May 25, 2024 @ 12:39am
Posts: 2