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Air Shippin's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Gameplay | #93 | 1.789 | 2.000 |
Audio | #97 | 1.453 | 1.625 |
Fun | #98 | 1.565 | 1.750 |
Overall | #101 | 1.789 | 2.000 |
Visuals | #107 | 1.565 | 1.750 |
Ranked from 8 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Number in team
2
Does your game include art/sound packs or pre-prepared code?
If yes, please provide the source of the packs used
First person controller from asset store ( https://assetstore.unity.com/packages/tools/input-management/mini-first-person-controller-174710 ),
Button audio used from a previous project ( https://github.com/giodestone/Audio-Programming-With-Unity ),
Fog Shader ( https://www.lmhpoly.com/tutorials/unity-urp-tutorial-orthographic-fog-plane-shader ),
Some copyright free archival footage and audio ( https://publicdomainreview.org/collection/the-hindenburg-explodes-1937 and http://www.openmusicarchive.org/browse_tag.php?tag=death )
(don't fall into the fog).
Please provide a link to the project source code.
https://github.com/giodestone/AirShippin
Please provide a link to a 30 seconds gameplay video of your game
https://youtu.be/O_zAlKm9tR0
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Comments
The game is fun, but it looks like in its foundation stage though. The manual was a great idea that really drags you into the mood of the game. The main flaw within the game was the controls, which are not really introduced but only explained in the manual, which looks much more like an info dump than a real explanation. I would love to see an improved version of it :D
I'm really happy that you like the concept! Thank you for playing and leaving your thoughts & feedback :)
I'll try to improve the manual at some point.
The manual in the beginning was a really fun way to set the scene and really sold the story! However, it wasn't the best way to teach the controls, I had to keep coming back to it, which meant restarting the game because I had a hard time figuring out what did what.
Great concept and I can see that there has been a lot of thought behind everything, just needs some polish and maybe a bit more hand-holding when teaching how everything works :)
I'm so glad you liked the manual! A fair bit of work (and luck) went into it :) Thank you for playing & rating the game but also taking the time to leave your thoughts!
I will take this into account for any future updates!
Good try! The game's technical mechanics seem impressive and in depth. It's hard to control, which is probably par for parcel, but it's also hard to tell where to go and land, whilst I understood which angle to orient myself, I had no idea on where to land for the Hub. (The raised platforms I assume, but it's so dang hard to even get there)
There's also a few problems, such as Stepping SFX continuing to play when we're just flying, then there's the lack of SFX or ambience for anything else. The plain landscape makes it hard to detect scale or speed and Sheer White is never a good thing to look at. The fact that it's ESC to unfocus from the steering wheel makes it hard to play due to the nature of Itch's ESC to unfocus or exit full screen. Getting off the steering wheel and whatever direction the Blimp is going, the player character slides across instead of staying in the same spot within the Blimp.
But otherwise, I think it's a fairly impressive, technically speaking, but it's hard to appreciate when the effects are so vague, for something like Wind direction and strength, it'd be good to have a visual representation or even a compass effect for it.
Good try for the game!
Thank you so much for playing this game, and taking the time to leave your thoughts on it!
The hubs are just made into large platforms that you can plonk the blimp down so you don't fall into the void if you mistime the landing (I was planning to add a grappling hook, but time). I am aware of the player audio bug, I just didn't get around to fixing it.
The landscape is definitely something that we were planning to go into more detail for (think game-jam quality programmer art rendition of Mirror's Edge but with a dense cloud layer covering anything but the top layers of the skyscrapers) [edit: it did look better in HDRP than URP]. And yeah, a speed gauge would help this problem, though I believe you'd have to calculate indicated air speed (IAS) at where you're pointing, which would involve calculating the drift - which was again due to a lack of time.
The player sliding problem was something that would probably had required a rewrite of the player character (or some sort of way of ensuring it remains in the same place in the blimp during motion), which is why it wasn't fixed. I do agree that its frustrating and I wish I had more time to fix it. With the ESC issue - I should've probably done more key bind testing on itch, as I haven't targeted itch before.
There is a visual wind representation (the little ribbons flying in the air), I will tweak the spawn rate if I have the time!
I can tell that there was a lot of heart behind the mechanics and the game itself! Unfortunately, while I was able to load up and take off in my little blimp, I struggled to figure out which direction to fly in, and also had a hard time working out how to properly control the blimp itself, though I knew the directions to steer and keep it afloat. I might have missed it if there was one, but I think that having a compass or some other goal post to follow would be helpful! If there was supposed to be one, I couldn't see it for some reason. Also, the font in the beginning was a little bit hard on the eyes, but that's nothing that can't be fixed with a font change.
I had a difficult time working out what to do, but I can tell the team put a lot of time into getting everything working!
Thank you so much for playing the game, and taking to time to leave your thoughts & feedback about it!
The HDG->TGT (heading to target) indicator should tell you what your heading (HDG) should be. I should really add another page to the manual! (And yes, the blimp HUD was supposed to be made of dials but we ran out of time) I will keep in mind the font choice for the future - it is a bit hard to see in builds now that you mention it.
The blimp controls were supposed to be a bit difficult as you are contending with pretty difficult winds of up to 36km/h (if I got my calculations correct) - by contrast hot air balloons only contend with maybe 10km/h; though we haven't managed to find this information for thermal airships - aka hot air balloons with engines or what is simulated in the game. This is why you need to constantly need to correct for the course. I can see how from a game play perspective this isn't ideal and will keep this in mind for future updates.