One Life - Parkour Project Reviews
Dive into the world of Parkour and FreeRunning with One Life - Parkour Project. Master the art of parkour and freerunning in this high-adrenaline video game experience, where every move is a leap towards victory!
App ID | 2418480 |
App Type | GAME |
Developers | Loyalty Interactive |
Publishers | Loyalty Interactive |
Categories | Single-player |
Genres | Casual, Indie, Strategy, Simulation, Sports |
Release Date | 27 Jul, 2023 |
Platforms | Windows |
Supported Languages | English |

1 Total Reviews
0 Positive Reviews
1 Negative Reviews
Negative Score
One Life - Parkour Project has garnered a total of 1 reviews, with 0 positive reviews and 1 negative reviews, resulting in a ‘Negative’ overall score.
Recent Steam Reviews
This section displays the 10 most recent Steam reviews for the game, showcasing a mix of player experiences and sentiments. Each review summary includes the total playtime along with the number of thumbs-up and thumbs-down reactions, clearly indicating the community's feedback
Playtime:
39 minutes
should not be sold, its in very early access
👍 : 0 |
😃 : 0
Negative
Playtime:
14 minutes
its cool but keep in mind its not fully physics based movement its animations but its got potential
👍 : 1 |
😃 : 0
Positive
Playtime:
414 minutes
pretty good parkour game kind of hard to learn moves but fun once you get good at the controls
👍 : 1 |
😃 : 0
Positive
Playtime:
68 minutes
fun game to play with the potential of becoming something big, devs are friendly and listen to the community!
👍 : 3 |
😃 : 0
Positive
Playtime:
18 minutes
it didn't live up to my expectation like in the trailer and it kinda got bland but this is just my opinion this parkour game personally is not for me
👍 : 0 |
😃 : 0
Positive
Playtime:
53 minutes
I used to do parkour back in high school and although never achieved the Gumby freerunning or tricking skill of the stand-in character here, I have seen hours of videos, trained many moves, and been to a few jams so I feel like I actually am somewhat qualified to evaluate this game seriously. I can tell that there's a lot of love for parkour cooked into this game.
Of course if you're talking parkour games, everyone used to mention Mirror's Edge, then Dying Light, and other games I've played. All good stuff but those games focused on a story and had combat. Parkour was a mechanic, at best a critical component but not the focus of the game.
The feeling I get from playing this game for the first time is that it's kind of like the Tony Hawk Skate games for skaters, but if a parkour game was made for traceurs/freerunners. The game has numerous tricks and combos, and it's your job to get up to no good running around and chaining them together. That part feels really good and satisfying and I've never seen the moves and animations of pk/fr so faithfully represented before. Biased as I am, 100% am pleased to support the Devs just for that.
Almost every combo is SHIFT+(Some Number Key) and the action the runner takes depends on the terrain. If you are "high" off of the ground, on the edge of a box, SHIFT+1 is a cork 540 off of the box. If moving towards, and near, something vault-able, SHIFT+1 does a monkey vault. This obstacle detection is also very cool, allowing for same gaming inputs to map to different moves based on where the player is "flowing" in the world.
A criticism this creates in me is that out of the box, the moveset is large but the key combos aren't differentiated well. SHIFT is run, but it's also part of the combo input for basically all moves. For example, you SHIFT to run but then when you get to the vault-able thing you have to press SHIFT+# again, stopping the run momentum right before the object, which is sort of janky.
One recommendation would be to re-map the combos to not use the SHIFT key but in my opinion although that's part of it, that's addressing the symptom more than the problem. Looking again at Skate as an example, one thing that is critical to that game is that once you get on the board and push forward, you've got a momentum that isn't broken until you crash. In my opinion it should be the same here: some kind of auto-run feature which keeps the character moving in the mouse-aim direction while you are typing those combos in and making things happen. Since the right mouse button is currently only "get up from ragdoll" I'd imagine it could be a "walk" button, where the default is "run" and holding right mouse makes the character walk instead.
In game it mentions that gamepad support is coming soon, so maybe that will resolve this point.
Another knee-jerk feeling I had is that obstacle spacing is a bit unclear. Not that it is unfair, just that you "just have to know" whether you are in the right spot where an input will actually be a vault vs a ground trick. To fix that I guess I'd recommend some sort of visual indicator, maybe a shimmer of the object, or a clue in the animation (reaching out ahead of time).
In any case, I want to re-affirm that I am very impressed with the framework of the game and really feel the love for the "sport" oozing through. Throwing some change at this is extremely easy; this is the game I dreamed of a decade ago come to life. I unfortunately can't say I'm confident that this game will be rolling in green since I think the heyday of parkour is more or less past, but I am looking on in strong approval and really wishing to see this develop into something even better.
👍 : 2 |
😃 : 0
Positive
Playtime:
215 minutes
Good game, i would recommend you guys to buy this. Even thought its still in the alpha the game has so many futures! And it has alot of tricks.
👍 : 4 |
😃 : 0
Positive