There, you have no real goal besides going through the levels as fast as possible, whether alone or in a Competitive Multiplayer mode.
inMomentum provides examples of:
- Checkpoint: Glowing red gates act as checkpoints once you pass through them.
- Energy Ball: The player will sometimes need to fire a energy projectile in order to flip the switches that'll shatter walls of purple light blocking your way. It can also be used for rocket-jumping.
- Excuse Plot: According to the tutorial, the players are test subjects for some medical aid, but that's where all the storytelling begins and ends.
- First-Person Ghost: Played absolutelystraight, even though the game was supposed to have a third-person mode, as can be seen from the promotional screenshots.
- Follow the Money: Here, the game uses glowing blue "data spheres" to lay out a suggested path for the player to follow.
- Floating Platforms: All of the levels consist of elaborate sequences of these.
- One-Way Visor: The player characters are drawn with them on the artwork.
- Player Death Is Dramatic: Averted. If the player falls off, they are respawned immediately, without any of the classic defeat tropes like the screen going red and/or monochrome, and the players
- Rocket Jump: The concept of rocket jump is moved to projectile jump which helps to keep up the titular momentum.
- Virtual Reality: In-universe, inMomentum is a VR simulation used as part of a mobility treatment.
- Wall Jump: One of the player character's movement abilities, which also boosts their speed relative to a basic jump. That boost lasts until you make two normal jumps, and will then need to be reapplied through another wall jump.