Mirror’s Edge 2D Beta

Brad Borne and Electronic Arts are partnering up for the release of Mirror’s Edge 2D!

I made a post about it in the forum a few days ago, but it looks like the news is out, so here’s the official post about it.

We’re still a week or two away from full launch, but I’d like to get as much feedback about the beta as possible, so if you find anything glitching out, or anything you’d like to comment on, just comment this post.

Update: Just added a timer, lets see those scores! Finish the level to store best time.

Play the beta here!

To anyone having problems with high jumping from ledges:

Run at the ledge

Jump right before you hit it (or go too high from a wall climb)

Hold jump when she snaps to it

Keep holding jump

Annnd yeah

Criticism and responses: there has been a ton of aspects of the game that have been tweaked to address some criticism. I’ll try to address things that I’m not changing, or won’t add until the final game (most likely, at least) here:


There will be some sections with enemies (like, mini-levels), if I can get the balance right and keep it fun. Basically, enemies slow the player down, I know that most people want to keep moving on big sections.

Wall jump / jump is too powerful / not realistic enough

Well, yes, the wall jump probably seems to powerful in this level. I had it toned down much more at first, but that made Level 2 impossible in some parts. Same thing with the jump height. Certain level designs just aren’t possible if I keep the movement too conservative. And this is 2d, I need to use those two d’s as much as I can! That means lots of vertical ground covered, far more than in the console counterpart.

Re-mappable controls

This definitely highlights my hatred of the keyboard as the standard of input for computer games, but what can I do about that (besides tell you guys to use joytokey, darwiinremote, gamepad companion, etc)? Re-mappable controls are only necessary when games get too complex, devs ignore standards, or in the case of PC gaming, there are hardly any standards at all. I’ll try and add a few different control types to the game if I have the time, but I like to try and keep all my games so that the arrow keys map to the d-pad, and the WASD map to the face buttons. Basically, I’m a console gamer developing for a mouse and keyboard input scheme.

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