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I'M GOOD AT PARKOUR!.. | Celaria

this game was a ton of fun to play!! love the fast paced gameplay and the music sure does get you going! :D great job on creating this game!


Like legit, one of the most fun games I've played.

I was gonna play something I bought the other day for like $30 bucks, but then played this for a couple of hours instead.

Would totally spend money for the full release!

Honestly, my only complaint is the playground level. I get that there are mutiple paths, but after I got a ways in, I had no clue how to progress from there. I tried a few different things, but none of them worked very well. I'd suggest some type of optional guidance system, that shows you one possible path to do the level. Since it would be optional, it should show the easiest path to do.

That is pretty much it.

Some maps were (and will be) reworked before the final release. Playground is one of them. (It's the one map were i somewhat neglected one of the core mapdesign principles compared to the other maps.)

Great to hear that you had that much fun with the game. Can't wait to finally release the final product. :)

I've never played a parkour platformer before I got this one a few days ago, but I've had a MASSIVE ammount of fun with this one though. I do have a few suggestions, though.

1. Controller support. I've been using Antimicro to map the controls to my wired PowerA Switch Pro Controller, but not everyone has or wants key-mapping software on their computer. (For anyone wondering, I have the "camera" mapped to the ABXY buttons - I've found it's easier to use those than the right stick for this game - , Jump mapped to ZR, Secondary Action mapped to ZL, Restart From Checkpoint mapped to L, Restart From Beginning mapped to R, and movement mapped to the left stick.)

2. Menu navigation. Currently menu navigation is only possible with the mouse. It goes without saying that if point 1 is implemented that it should be possible to use a controller to navigate the menu, but I feel like it shouuld also be possible to navigate with the keyboard. Minor, I know, but I feel it would be nice, so I'm mentioning it.

3. "Camera." The "camera" (I put that in quotations because I'm not sure where else to call it, but I'm referring to the direction you look in) itself is perfectly fine, but there IS something that would be useful in a game like this: A button to turn around 180 degrees instantly (For those wondering again, if I were to map said control to my Switch Pro Controller, I would map it to the left stick click). Due to there being places where you have to jump to one platform and turn around in order to jump to the next platform, this would be EXTREMELY helpful, especially for someone using a controller, a laptop (also me), or who just isn't that adept with a mouse (again, me).

All that said, I look forward to future updates! This game is a TON of fun, and I'll definitely keep an eye on it!

The game is awesome! Are you planning on porting the game to Mac or no?

There are no plans for a mac release at this point in time.

Great game. Pretty similar to Mirror's Edge, but without the bull crap talking. Surely will buy the game when it comes out. Just one little thing that would be nice is a dot on the middle of the screen so I know where I'm looking. Seems pretty stupid, but it helps. Keep up the good work.


This feature (a dot/cursor in the middle of the screen) is already implemented in the internal (non public) build of the game and will be included in the final release. :)

That's great! Looking forward to the final release then!

Mirror's Edge all the way :D


Awesome game! I didn't get nauseous or anything, so that's good. I know you want it to be about accurate, precise platforming, but in its current state the lack of good air control is terrible. I keep making jumps that are almost good but if i could just shift a little bit more in the air they'd be good, and i wouldn't have to keep retrying. Otherwise, excellent game! I'm also making a first person platformer, so this was fun to try out and see how other people are doing the same thing. 

It is actually possible to control your character while in air. It's just very subtle to allow you to correct jumps over longer distances.

Balancing the air control was a bit tricky. Previously you had much greater control in the air but i soon discovered that this introduced an exploit in the game which a player could easily take advantage of. (Basically it was possible to do a wallrun, jump off the wall and strafe back to the same wall while being in air and doing a walljump again and gaining height while doing so.)

So i reduced the air control to make this exploit impossible but give the player still enough room to correct his/her jumps.

this game is amazing It feels like a better version of mirrors edge I think this would be better if you could make it all neon with no visible graph that might make the games look a bit better

I think the forum is broken. My laptop can't access the site. The issue report says, " didn't send any data."

This game is so gooooood! I really want more speed based stages like the end of the Connected stage or Acceleration, they were so fun and exillerating, can't wait for this to be a full game, feels like an extension to Mirror's Edge and it's g r e a t

but i uploading

nice game a i recorded video of this game

Hey downloaded this awhile ago and love what you have done with it so far I was just wondering what engine have you made this on (if you don't mind me asking) and will there be a thirdperson camera 

The game was made with Game Maker Studio. :) Also there are currently no plans for a third person camera.

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I've been following this game for about 2 years and I love it

I wanted to know if at any time you could add a hunting mode in which you have to chase or catch a player. I thought it would be great

EDIT: the game will be free or paid?

greetings from Argentina ; )

i enjoyed this game for a while, but last time I launched it, changing the game to fullscreen made the screen entirely black. Relaunching/reinstalling the game have failed to fix this. Help would be appreciated

Posted a temporary solution to this problem before:

This can happen if your game resolution is higher than that of your monitor. (you probably changed it in the video options menu.)
You can reset the settings by opening the appdata directory (type "%localappdata%" into the windows search bar and press enter.) then navigate to "Celaria_open_alpha_v5\profile\" and delete the config.ini file located in there. 

I have played an old version of the game that my brother introduced to me and it looked fun But this was like 2 years ago. BTW nice graphics optimized well 

i cant reach the bottom of the screen

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This can happen if your game resolution is higher than that of your monitor. (you probably changed it in the video options menu.)

You can reset the settings by opening the appdata directory (type "%localappdata%" into the windows search bar and press enter.) then navigate to "Celaria_open_alpha_v5\profile\" and delete the config.ini file located in there. 

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Will there be character customization in the beta/finished product?

Also, I would request that you make the game free to play, but with purchasable character customization options. Just don't make it Pay-to-Win, trust me, that won't end well, take it from a person who lost his game to the horrid world of P2W.


        Koolen (the g'shep :P)

P.S. Loving the game so far, thanks for putting your time and effort into it. :3

EDIT: Nevermind, I just found the customization options. And just to clarify, by paid character customization options, I meant accessories like hats, different tails, different body shapes, etc. And that's only if you're monetizing the game. If you read this, I hope you take my recommendations into consideration. Thank you in advance. ^.^

The character customization will remain the same as it currently is in the alpha. (The menu interface will look better though.) I considered adding individual parts to the character customization which can be unlocked and swapped in the customization menu (Helmet, arm/leg protection, etc...) but i'm somewhat limited to the engines capabilities and the animation technique which i use in the game. But this is something which i would like to add in a potential sequel. :)

The game will be released on Steam with a regular launch.

this is cool and has the vibe of mirror's edge along the mechincs feels like mirror's edge 


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i cant imagine that u use gms to make this! how can u make 3d animation in gms?

I wrote a basic morph-target shader for the animations in Celaria. :) LINK

how can i convert obj, d3d, gmmod to bao?

There is a tutorial on the forum (click on the link which i posted above) which explains how to convert .obj models to .bao animation files.

Hi, I need help. So I was turning up the resolution and after i had saved, my mouse cant reach the bottom half of the screen. Help

You probably selected a resolution which was higher than your display resolution. Open the localappdata directory (open your windows search bar , type "%localappdata" without the "" and hit enter), then navigate to "\Celaria_open_alpha_v5\profile" and delete the config.ini file in this directory. This will reset the settings of the game.

Hey I was wondering if you were planning on changing the wallrun to running into the wall without having to hold jump button (space). This would really help fixing the misspress pattern of buttons.

I don't plan to change the wallrun mechanic. Making a wallrun automatic without having to hold the space button is (in my opinion) less intuitive and takes the control away from the player. Not to mention, there might be szenarios where you would want to stop doing a wallrun in mid-air. The current system is the best approach to solving this problem.

Please consider putting this into Steam Greenlight! :D

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It is already on greenlight. ;)

Great! Also, I can tell this is heavily Mirror's Edge-based, since the mechanics are very similar :)

Hey just wondering if this game will be for mac later in its developement?

Currently there are no plans for a mac port.

wouldn't run much disappontment

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Can you tell me what exactly doesn't work? Is there any kind of error-message which i can look at?



FATAL ERROR in Vertex Shader compilation

ShaderName: sh_shadow_projection

D3DXCompile failed - result

at gml_Script_scr_render_scene



stack frame is

gml_Script_scr_render_scene (line 0)


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This error can sometimes happen if the game can't compile the DirectX 9 shaders. (Some DirectX 10 and 11 installations don't seem to be fully backwards compatible with DirectX 9.) You can fix that by installing the DirectX 9.0c end user runtimes found here: (It will install the missing bits for DirectX 9).

Hi Lewa !

I'm a huge fan of your game but i'm waiting for the beta. When do you think you will upload the beta for the public ?

Sorry for my bad English, greetings from France ;)


Hi! Can't say exactly how/when the beta is going to be released. The game is actually nearly complete (some minor additions to the server need to be made and all singleplayer maps need to be finished and compiled.) I'm currently also looking into the possibility of potentially releasing the game commercially on steam (would be my first commercial game. :D ) and this requires me to sort out a lot of legal stuff.

Sooo daaaamn hard, but very joyfull. But how did you managed to reached platinum medal's score? Like for real? :D

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Platinum times are set by me. :) After finishing building a map in the map-editor you have to validate the map by running through all checkpoints as fast as possible before exporting it as a mapfile. (This makes sure that it's possible to finish the map as a player.) The time which you achieve during the validation process is also used as the platinum time. :)

There's a button to run faster? xD

I reach my limit at copper medal, or maybe I use wrong routing, but I feel like I can only improve my score for 1 or 2 seconds, with more linear paths, better jumps on walls to avoid climb animation, but not that much.

The level design is nice to me, I got to rediscover some maps after wandering why a structure have been placed like this which makes it looks weird. So I'm like "there must be a reason" and try to reach it realising it connect to a shorter path.

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No, there isn't an additional run/sprint button. :)

The levels are specifically built for having multiple pathways between checkpoints. Generally speaking the easier paths are more obvious (but slower) while the less obvious paths are faster but harder to pull off. Balancing those paths is (in terms of level design) a bit tricky because i didn't want to have faster paths which are easy (or easier) to pull off compared to the more obvious paths. :P

So in order to get better times you will have to experiment a bit with the level geometry in each map and look for potential pathways to reduce your time even more. :)

great game it makes me feel like im playing lucio again from overwatch

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Game is awsome BUT, there should be:

1.A LOT of more levels.

2. next level option after finnishing course.

3. crosshair.

4. downloadable levels made by players.


Thank's for reading my feedback #MakeIndieGamesGreatAgain

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1) There will be more levels :) (25 maps are planned for the singleplayer.)

2) a "next level" button will be added to the final release

3) already thought about adding it. I'll note that on my todo-list. :)

4) there are already downloadable levels for the game. (on the games forum: )

5) Slow-motion isn't going to be added. Mostly because i wanted the gameplay to be 100% in realtime (rewarding players with quick reflexes) and because of the upcoming multiplayer mode. (Slow-motion simply doesn't work if you play against other players in realtime.)

This is a great game, but let us start at the beginning: The Main Menu reminds me a lot to „Mirror's Edge", which isn't a bad thing because it brings nearly the same amount of freedom. Freedom is also the main aspact of the game; not only because the super awsome looking alien playermodel can be custumized by painting but also because there are no connections to the real world: The courses consist out of blocks which consist out of smaller cubes, the floor seems like a giant glass plate shimmering in the light of the sun, which creates an atmosphere of freedom and peace. And of course: The alien can jump unimaginally high and wide and can perform extremely long horizontal wallruns and wallrun combos. Now we reached the gameplay: The mechanics work quite well but they are hard to master. Really hard. Especially the horizontal wallrun to jump to horizontal wallrun move. If the player doesn't reach the wall in the right angle the alien won't perform a wallrun but instead falls directly down. This can be frustrating but it also can be a motivation to gain more skill in those moves. The other mechanics work great, but it is a bit unrealistic that the alien can perform the vertical wallrun when standing as high as when running.

The predesigned courses are more levels than actual locations, the blocks are placed senselessyl around the map to give the player some obstachles and they don't seem to express something. The idea to add colored blocks wich have an effect on the player's movement is pretty great. However, hitting the floor doesn't kill the player, which opens some doors to cheaters and glitchers. And at least we have the course editor. I like course editors. And I am sure that will solve the problem of the random looking leveldesign.

I can recommand this game to everyone who does parkour himself or likes 3D platformer cause this is the ultimate form of freedom.

From the video it looks realy cool!


Hum, a more playable Mirrors Edge. Looks cool!

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