THIS GAME REMIND ME OF
Cockroach Simulator
something on this game is strange its simple its fun!! idk why but
goodjob
| Criteria | Rank | Score* | Raw Score |
| Enjoyment | #112 | 3.976 | 3.976 |
| Gameplay | #243 | 3.595 | 3.595 |
| Innovation | #404 | 3.333 | 3.333 |
| Overall | #426 | 3.429 | 3.429 |
| Visuals | #720 | 3.476 | 3.476 |
| Audio | #738 | 3.024 | 3.024 |
| Theme | #782 | 3.167 | 3.167 |
Ranked from 42 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does the game fit the theme?
Hamster flies a plane. Takes on risky missions to earn biscuits.
You get biscuit for missions, lives and time remaining.
You can either fly slow and safe, but there is time limit and you will not be able to finish all missions, and will lose on time bonus biscuits, or you can fly fast and risk it all for the biscuit. But you lose biscuits when you crash and risk it all if it happens too many times.
So, will you risk it all for maximum biscuit?
What code and assets did you not make from scratch during the jam (if any)?
plane controls and plane from kidscancode
music and sfx from opengameart
3d models from itch
more details in description
How many people worked on the game?1
THIS GAME REMIND ME OF
something on this game is strange its simple its fun!! idk why but
goodjob
ok, this actually is surprisingly fun for the game it is. you are essentially playing as stuart little in a plane and I love that so much. this had no right being as fun as it was and made me go back to play it again after finishing it. would love to see this developed further if you plan on doing more for it
Woohoo!

Good job on your first game jam! Especially with a day job, it is very difficult to manage your time and create a full game in such a short time. Kudos to you.
The low poly art style is quite charming in my opinion. People like to clown on any model that doesn't use subsurf mod, but I like how you kept it consistent with every model. I've seen games that have low poly models next to ultra high-def models that look like they were pulled straight out of some asset store, which makes it quite jarring.
The plane is pretty fun to fly! Maybe some of the hitboxes need some finer tuning, but with some skill, it's probably possible to steer clear of every obstacle.
The theming isn't that good tbh. You really shouldn't try to shoehorn biscuits into this game (doesn't make much sense), however like 80% of people tried to either make their game around biscuits or just shoehorn it in, so it's quite understandable. There isn't that big of a risk factor, as flying slow is always the way to go (the time you get is good enough). Just some tidbits to keep in mind.
Overall pretty good game! Expanding this won't be that difficult, and would be a pretty fun challenge to add some unique missions! (like for example doing a loop-de-loop somehow)
Damn, the game is really great! super cool plane controls and fun objectives! > v<
Cool and cozy flying sim! Fine controls and lovely character!
Few comments:
I guess that walls and celling colliders should be adjusted, I crashed several time flying right next to them but not touching them. It is usually a good idea to make colliders slightly smaller than the mesh if colliding with causes damage and slighter bigger than the mesh if colliding with causes something good (like a platform you have to reach)
Hamster model would not hurt from having some subdivision surface I guess, or at least render smooth setting.
Target zone are not super recognizable at start as they are cubes, like a lot of things in the room. I guess simple animation with slight scale or color change would fix that.
Try again button looks blurry, not sure if itās intended, but it feel like a bug.
I mostly made colliders same size or smaller. Except for celeing otherwise camera was clipping. One reason colliders might feel unfair is because the plane restart the same frame you hit something so there is no chance a player would see the actual crash.
Well, tbh I was trying to do the whole low poly vibe.
Yeah I plan to make a lot of suggestions on mission area.
I'm very bad at ui, but I'll try to get better.
Very nice dynamics. Good controls. I like the feel of it. Cute. Was fun to try.
A very fun and charming game! I did multiple playthroughs because I was having so much fun! I would gladly play an entire game with this core loop. I loved seeing the environment dynamically change as I completed goals, things like the egg frying, the music starting, etc. I think it would be good to introduce some optional objectives with greater risk, perhaps with a limited time frame to complete them. Also, adding a bonus for flying close to objects and getting near misses. I can see this game being expanded out into more rooms of the house, with moving obstacles and hidden areas to explore. Amazing work on this!
I LOVE HAMSTERS ESPECIALLY FLYING ONES AAAAAAAA. i actually enjoyed more than i should in your game C:
This is awesome. I love the idea. It is super cute and fun. The only problem I have is the collisions aren't as apparent as I would like. Like flying to get the box between the cabinets and the fridge, I know I cleared that but the game says I died. So I don't know where the collision for the environment or the character is exactly. But I would love to play a full game like this where I have to get nice and close with the environment.
Happy you liked it.
Yes after release I gave this to few friends and I saw that collisions is not obvious, I can assure you, colliders are correct and even smaller than some models (plane wings, hamster head has no collider)
But
1. Controls are a bit snappy
2. On death restart happens immediately and player can't see when collision happens, thus can't adapt to the plane size.
I will surely address this issue on a full version.
Thank you for playing.
It was pretty good and i liked the flying mechanics. I think it would be better to let the player spin the plane as much as they want to let users fly upside down or do barrel rolls would be interesting. I always find seeing the daily objects from a smaller perspective interesting and being a little hamster flying around a room was fun.
I'm happy you liked it.
Yeah initially I wanted to make proper plane controls. I wasted few days writing it. Played some sky odyssey for inspiration.
But writing flysim controler is hard. It never worked properly and was very buggy. So I gaveup and adapted code from arcade plane tutorial.
I definitely wanted to comeback to my original controller. And make two control schemes, sim and arcade. But alas the jam was over. I'm really considering to make it a full game. And than I'll add it.
Thank you.
Cleared it! I like being a little hamster pilot haha. I was on the edge of my seat flying between the fridge and cupboard!!
Cute game! I wonder if using mouse motion mightāve been better for pitch and turn, but not bad once I got used to it. The objectives are clearly marked and were definitely risky maneuvers, definitely needs some skill to pull them off.
Iād suggest maybe a way to restart/reset and/or move backwards. I got stuck against the wall on the floor and couldnāt back up lol. The UI could use a bit more polish. Some āgame juiceā would bring the game up a notch, like small screenshake when flying too close to a surface, things like that.
I also noticed small hitches the first time a light turned on or something interactive happens. Look into shader precompilation! Itās very useful Godot, especially in web games. Things like lights and particle systems activating for the first time can cause these one time hitches.
Thank you.
You are the second person to mention mouse control I guess I should look into it.
Yeah, I didn't test much, and somehow always was able to get unstuck. Only after release I realized there are cases when this is almost impossible. And adding restart was so easy, idk why I did not do it.
Yeah, I'm still learning UI, I'm a backend developer, and UI just never clicks for me. Took me several years to learn unity UI properly, and than I switched to godot. But I'll try to do my best.
I'll definitely look into shaders, that is something i totally forgot about.
Thank you a ton.
The plane was fun to fly, and goals intuitive!
The only thing this could use is an in game tutorial (but those are tough to add in a game jam, mine does not have one, for example :P) , but other than that very well done!!!
I would love to see a full version, I had a lot of fun during the time I played!
I'm so happy to hear that.
yes, when i gave some of my friends to play, i saw that they struggled with understanding key concept and controls that seamed natural to me (because i was the one who made it :D developer blindness)
but as you mentioned not much time for that.
I will certainly consider to making it into a full steam/itch game. you think some one might want to play 1-2 dollars for full version of this? with story, owner giving missions, many more rooms?
were you able to finish all missions? score?
I was able to beat the game on my first try, but with one life left. I don't remember the score though, sorry!
As far as pricing goes, I usually abide by the dollar per hour rule, so a game with 1-2 hours of content would be worth around 1-2 dollars.
But, of course, you have to take into account steams refund policy, where people can refund if they've played for under 2 hours.
I would just try to have fun making the game, and decide on price (if any) at the end once you know what you've got!
Best of luck!
i love the Plane mechanics!! Makes it very fun to fly, only problem is with the arrow keys as i have to press down Fn to access them, overall its a very cool game
Really fun game, hope you can expand on it. Also, some mouse controls for the steering would be nice
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