Gameplay
What you do in Airtime. Each page covers one area of the game.
| File | What |
|---|---|
| learning.md | Learning the moves and finishing a jump for the first time: the first goal |
| mechanics/ | How you move: strafe jumps, ice, walljumps, crouching, wall-runs, jetpacks, double jumps, gravity flips, zones, power-ups and more |
| runs.md | Runs, routes, stages, speedruns, practice vs timed, the splits timetable |
| ghosts.md | Competing with yourself and with other people's replays |
| multiplayer.md | Playing online together: realms, spectating, crews, and races, live events where you drop out once you fall |
| teams.md | Team modes: relays, team times, co-op maps |
| competition.md | Leaderboards, medals, rule sets and styles, events, ranks |
| building.md | Building maps, alone or together, while playing |
Movement first, gunplay second. Airtime is about moving. Some sections give you a gun (a shootable switch, a story moment), but shooting is always the side dish, never the meal.
The core loop#
Two stages. Most new players spend days, sometimes a week, in the first one, and that's the game working as intended.
First: learn to finish.
- Try the jump.
- Fail, retry: one key, back to your saved spot.
- Learn: watch a ghost do it, use the practice tools, practise one part with save / load.
- Finish it once: the first big win.
Then: race.
- Run: start the timer, get to the finish as fast as you can.
- Fail, retry: one key, back to the start.
- Improve: check your splits, race ghosts, find a faster line.
- Beat a target: your best, a medal, a friend, the record.
- Share: your run is a ghost for others, and your map is a place for others.
Every mode in these pages is a variation on these loops.