Rushline

A short, fast-paced speedrun platformer demo.

Controls

  • [A/D] or [←/→] to Move
  • [W] or [SPACE] or [↑] to Jump
  • [E] or [ENTER] to Slide
  • [R] to Respawn

Details

Rushline is a short, fast-paced platformer built around momentum, precision, and smooth movement.

Slide through tunnels, jump past spikes, and chain tight moves together in a single, handcrafted level designed to teach and test your skill.

Made for the 16th Kajam, this is a bite-sized demo focused on satisfying controls, simple visuals, and quick retries — perfect for speedrunning or just a quick challenge.

Features

  • Momentum-based movement with sliding and jumping
  • One level, many ways to master it
  • Checkpoints and speedrun timer

Game ratings

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Comments (3)

FlipBit
 • 24 days ago • 

I've played for 6+ minutes and gave up at the "keep sliding" over the spikes part. I'm guessing I wasn't even remotely through, right?

It's a good game, it has a nice coherent style, the music fits, the movement feels nice, but precision platformers aren't my thing, too frustrating for an unskilled guy like me.

Great entry!

Bump
  • 24 days ago • 

Thank you for your feedback. The game is a short demo level so don't worry you were almost done! I definitely felt like the part you gave up at could be an issue and I hoped the label would have helped but obviously no way to find out without feedback. So, thanks again for playing!

:D

Mobuos
 • 10 days ago • 

Pretty good movement, feels great to play! I think you definitely achieved your stated goal.
For some feedback on the keep sliding part, that also took me a couple of tries to get through, and then… I fell afterwards and the checkpoint was all the way back :(

It does seem a bit inconsistent for that part, and I'm sure it might just be a skill issue for me (I'm also not that good at these types of games) but I couldn't just keep pressing D to get to this hard part if that makes sense.

What I mean is, the checkpoint being far away from the keep sliding segment is OK, but it's more fun to me if i can get to the part that I'm struggling quickly, and I feel like those few spikes before it, would force me to stop holding D, and do some careful jumps (which in retrospect I guess acts as a sort of speed bump so that the player thinks before acting?)

Only other feedback I can think of, is that at the start of the game, on the web, there seems to be a bit of freezing. I'm guessing it probably has to do with the particles, in Godot using GPUParticles2D seems to have that sort of effect on the web unfortunately…
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