A downloadable game for Windows and Linux

A 3D platformer I've been making with a small team. It's very much a work in progress. Let me know what you think! Controller support is definitely better than mouse and keyboard.

patch notes:

05-11-2026: added fullscreen toggle in options

05-10-2026: fixed that cutscene crash bug, the mouse is now captured during gameplay, turned the old mission UI back on to show objective progress

Updated 9 days ago
Published 12 days ago
StatusIn development
PlatformsWindows, Linux
Rating
Rated 5.0 out of 5 stars
(1 total ratings)
Authorafkpuezo
GenrePlatformer, Action
Tags3D, Godot, Indie, No AI, Short, Singleplayer, Stealth
ContentNo generative AI was used

Download

Download
felix_swift.exe 162 MB
Download
felix_swift_linux.zip 76 MB

Comments

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(+1)

The bones here are really good, excited to see how this goes. 

Bugs

  • Getting hitstunned & damaged by lasers shoots you upward, causing you to maybe hit another laser and get sent up again
    • I'd make it so it shoots you away from the laser toward your "lastValidLocation" is or w.e. for recovery, storing a safe location every few seconds to shoot your back toward
  • Melee hits are maybe using line traces along the animation, there's a chance they miss targets if the 2 frames skip the object you're trying to hit

  • The camera while sliding on a wall (in sniper room) keeps pitching down, like if the camera boom hits a wall i guess, should never pitch up or down by itself, just get closer to Felix

Feedback:

  • Thank you for adding Deadzone settings btw, very few games do this.
  • I wish i could go into grapple boost after sitting on the grapple, just by pressing it again? maybe
(1 edit) (+2)

You said "any input or suggestions" so here goes. =)

To start with, really impressed with what you have so far! Love the character designs in particular. And hey, additional cool points for using Godot.

Game definitely seems controller-first. In KBM mode, the main menu could use a visible mouse cursor, controller rumble should be turned off and the mouse cursor should be locked to the screen. Aside, I'd appreciate a Windowed mode.

Platforming level: The wall slide doesn't feel right to me. Having to jump again after hitting the wall to engage it feels superfluous and having to input direction to jump back off is fiddly, especially with KBM. It should jump away from the wall if there's no directional input. It's a lot more ergonomic with controller, though.

The initial wall slide shaft should probably pull back the camera and fix it in place, I ended up looking at the ceiling or floor multiple times.

I'm probably holding it wrong, but it took me 20+ tries to get past the wall jump corridor section. Also, the respawn point for that section is too close to the edge, multiple times causing me to walk right back off again after dying.

Combat level: Having two characters with distinct movesets is super cool. Love the 'tweety bird' damage indicators for the bad guys, very intuitive. Camera should maybe be pitch-limited in combat, again ended up looking at the ceiling and floor a bunch of times. The auto-lockon feels too strong to me, should not change behavior until I press Alt/RS. I'd appreciate a setting to let me choose between "hold button to lockon" and "press button to toggle lockon". The energy barrels give too little energy.

Stealth level: Great layout! For the final section, it was at first unclear that I needed three blue keys to progress.

Prologue: I did have the crash you mentioned, but was able to skip over the cutscene. Overall, great pacing. Thank you for letting me speed up dialog. 

First open area "in front of the building" feels empty. For the shooting gallery part if there is a clever way to sneak through without having to run through the middle, I didn't find it. For the final section, it was at first unclear that Felix' plan was "go punch a bunch of guys".

Final thoughts: Great potential, looking forward to where you'll go with this. What I'm missing most right now is a few more audio cues. A little sound when I'm close enough to pickpocket/grapple would go a long way.

Thanks for the thoughtful feedback! Regarding the camera, do you think the pitch should be more limited in general, or just during combat? Did you ever find yourself trying to look straight down or up on purpose?

(+1)

Hmmm. I think just during combat, since there are places where you do genuinely need to be looking upwards, like in the elevator shaft in the Prologue.

I don't think there's anywhere I wanted to look straight down, though.

(+1)

Gave it a spin. Like we say in my home country 'There's bread in this.'.  I couldn't play past the bugged cutscene for the prologue but I did play of the levels. 

So my feedback right now is this. 

Camera needs work. I started off playing with mouse and keyboard and it was obvious that you've only tested with controller because the mouse wasn't locked to the game screen. It kept leaving the screen, making the camera inoperable even when I returned it to the game screen. Look into that.

 You have a cinematic system, so I assume you have a way to take control of the camera away from the player. The elevator in the prologue is a good place to do that, because even with a controller it was frustrating to complete the sequence.

Next up the auto target for the grapple points. Sometimes the character doesn't rotate towards the movement direction, meaning the lock on locks back on to the point I just jumped off. Other times it would refuse to target a point. 

This is a personal grip but I find the over-use of the grapple to remove some skill expression. You already have double jumping for correction. Having the grapple being able to pull you to every single interaction point should make it impossible to ever fail (once the other issues are ironed out). Consider re-thinking where the grapple can be used.

There's a lot of delay between inputs and animations specifically when it comes to the combat. Dodging with Felix feels sluggish, the time between the input and actual dodge takes too long. 

Athena waits until the last frame of an attack animation before she can do anything else, like block. It makes things feel unresponsive, sluggish and unfun. 


I think that's a good start for now. Good luck with development!

Thanks for the thoughtful feedback! I definitely know what you mean about the difficulty of the grapple. I've gone back and forth on it. 

Ah, of course there's a new bug when I finally put the game online. There's a cutscene in the prologue that crashes the game, if you get that crash, press control+5 to skip past the cutscene