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A jam submission

Ultra PlaneView game page

Airplane but more ultra
Submitted by PerfectHumanInterface — 23 hours, 26 minutes before the deadline
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Ultra Plane's itch.io page

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Comments

(+1)

it's amazing, it's structured like a real demo, with mini tutorial levels, which helped me learn the controls better. and it also makes me feel like there's a whole game waiting for me after the demo. The general art direction had a sense of intrigue which made me wonder about the game's setting. I've never played a plane sim before, (do all plane games control this way?) and could not beat the turrets level.  Maybe there could be more visual effects indicating the plane's move direction more intuitively. Or perhaps it's supposed to be a little hard by nature, so that the players can have a journey of mastering them? Good work!!

Submitted

Very stylish, nails the superplane feeling really well. I dig the weird desert pyramid / giant floating spaceship aesthetic. I especially liked how hard the afterburner kicks in, felt much more satisfying than the usual scifi plane boosts. Had some nice visuals to go with it, don't think it really needs to be any more complicated visually.

Nice to have a real tutorial for a demo, but would be really nice to be skippable on a replay. I pretty much never play plane games using mouse controls so take my opinion with a grain of salt, but I struggled a bit with the controls. I had a hard time making small adjustments when making passes at targets, and the rudder controls felt a little too sensitive if I only needed to make a tiny correction. Would be nice to be able to make some small pitch and bank tweaks with the keyboard while leaving the mouse for the big motions.

I like the idea of the shield towers and how they require really fast passes and turnarounds. Weapons felt a little weak for a superplane though, missiles fell just a little bit short a lot of the time or not all of them would reliably hit. I think keeping them mostly short range is a good idea, they just feel a little too short I think.

Developer

Hey, thanks for trying it out. I agree with the points you brought up. Did you try adjusting the mouse sensitivity though? One thing I wonder is if people will forget that mouse sensitivity is a thing because it's not your typical mouse look kind of thing. I tried to make that more obvious. Either way, it is the kind of thing where you get better at it with experience. 

Making weapons that feel good instead of sucky is one of the major priorities, as well as making enemies that are good and not sucky. 

(1 edit)

Nice tutorial and UI. Appreciate the low damage because I wouldn’t have made it with how much I crashed and took fire. Couldn’t deal with the shielded things. By the time I managed to get behind them and actually aim they’ve already turned around just enough that hits bounce off. Not sure but it also felt like the shield collision is larger than its visuals.

Trying to come in from further away didn’t seem possible because the weapon ranges are really short. Limited range rockets I’d understand but the main projectiles just fizzling away is frustrating. No way some insane plane like this would have that kind of limitation.

I’d be curious if a version of the shield things that are depletable but can fire bullets/lasers would be more fun.

I cheesed them by hovering close enough for bullets to spawn past the shield to see if there’s anything next but seems that’s it for now.

I’m not familiar with any other games like this but it’s an intriguing concept. Also, don’t know if the visuals are placeholder but I really wouldn’t mind if they don’t get much more detailed. I think killer sound and VFX design would take it much further than AAA assets.

Developer

It's funny because the towers are really easy to defeat *if* you're good at flying. I kept making them turn slower because I knew that people new to the game wouldn't be able to maneuver as sharply as I can after so much time with it, but then they got so slow I was worried people wouldn't notice them turning at all haha. Kind of a silly gimmick but just something I could get into the game in limited time.

We are on the same page about presentation. Thanks for trying it out. 

Submitted(+1)

i loved 90% of your game, the atmospheric minimalistic desert, the sun in the distance, the shadows etc, BUT there really is no need to force people to land every single time to start the next objective.

it slows the pacing to a crawl

it's a scifi jet, i just want to jet around