[In Alpha] "Rise" - A tower climbing game, styled like a 90s arcade game

This is “Rise”, an infinite tower climbing game where you play as a redheaded semi-clumsy athlete, Parkour Parker, trying to get as high as you can on different towers before you eventually crash. You can then upload your score to the leaderboards, using the classic 3-letter username system.

The game is styled to match the 90s low-res arcade themes, made possible thanks to URP.

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The game is still in development, but the alpha is already being tested, and the game is almost ready to roll out soon!

The game uses UGS for Leaderboards, which is already working, just not present in the alpha. In the final game, there will be a leaderboard per level, and leaderboard profiles are created automatically and anonymously, without usernames and passwords. I already have a system in place so you can resume your session on another device while keeping full autonomy over your game privacy, security, and transfer.

I do everything on my own, from programming to music to animation, including the creation of the redheaded man himself.

His being a redhead was by accident, but honestly, living for it :>.

Looks and sounds great!. Only criticism is the boxes that always visibly spawn on the upcoming corner. They seem to be limited to just three possible configurations and so it risks making the game feel a little predictable. It would probably help if you could spawn them in before the corner becomes visible so then they wouldn’t grab the viewers attention. Although adding more possible configurations would obviously help.

And visibly spawning boxes could also break the illusion of climbing a large tower.

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I already have the parts spawning covered. The parts in the alpha are temporary for testing purposes. In the final game, every tower has a theme with many possible parts that it can pick from. After having the alpha version in the video tested, I added in Generation Rules, so the tower can also decide what parts can be spawned based on the current part, so the player doesn’t run into any bad situations, such as being caught in back-to-back sliding parts when their energy is low or dealing with a hard part at the beginning.

I get the point about the parts spawning in can kinda break the illusion of it being an infinite tower, I just kinda kept it that way because I like the dither effect, and it feels like the tower is building itself. However, I definitely think that the effect would fit more for a situation where Parker was trying to get through a virtual themed tower, and I guess it can be a little distracting. I’ll have to get more feedback from the players to see how they feel.

Thanks for the feedback!

Honestly, generating ahead of the corners feels more natural than the dither effect! Thanks for the feedback @zulo3d!

Also, please ignore the ground parts popping out around the other corners. Those are easy to fix.

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