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A jam submission

EnReco - Broken SkiesView game page

3d Flight arcade
Submitted by MrMcDerp — 1 hour, 7 minutes before the deadline
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EnReco - Broken Skies's itch.io page

Results

CriteriaRankScore*Raw Score
Innovation#163.5363.619
Theme#253.0713.143
Overall#332.9032.971
References / Humor#432.7912.857
Ambience#462.7452.810
Gameplay#462.3732.429

Ranked from 21 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

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Comments

Submitted(+1)

Really unique entry! I like the idea. I could see big potential in this game if you can polish the controls a bit, but still, for a 2 week jam, it's great work!

(+1)

This was the craziest discovery ever. A hololive Ace Combat game. literally THE THING I want in my life. The Hololive and Ace combat easter eggs were funny. Like when Shiori started yapping like she was Pixy or Crimson 1, and then dropped the legendary "here comes the snow."
I got few gripes tho. 

The game doesn't support controller. The mouse and keyboard controls feel clunky, uncomfortable and sensitive. constantly having to reset my mouse to the bottom of my mousepad to keep pulling up. 

what also threw me off was that moving the mouse down made the plane push down, and moving mouse up made the plane pull up. I can understand it for the casual audience, but having a settings menu to change that would've been nice.

The stain fighters fly like 8492nd. It isn't bad after I learned to fight them, but their difficulty is something to consider. Same goes for shiori's difficulty. I would have loved to be able to track the enemies with my camera, like in ace combat, as that would help a lot with learning their patterns.

I really like to see Ace Combat in the Hololive sphere, as it's a blend of my two favorite things. I can appreciate cooking up a flight model for this jam, and everything else. The game is really only held back by it's controls and movement. If I could play on a controller, I could Mobius Shiori so easily. 

Don't let this discourage you, I REALLY like this! :)

btw. I haven't beaten shiori yet. I wonder if something interesting happens after defeating her. Do you think I should keep trying?

Developer (1 edit) (+1)

Thank you for the comments and words of encouragement! I got to give credit to Sparty (the Dev) for spear heading the idea! Agreed that the control is really holding us back due to the code turning spaghettis on us. Having controller support is a great idea! As for the enemy difficulty, that also needed some tweaking for currently they are TOO aggressive. We do indented for it to be sort of arcade experience and expect player to try again, so we do encourage for you to try to beat her if you want to for there's a few more dialog at the end, however there's also a Dev playthrough as well, just in case! 

Thank you again so much for playing our game! If we have time, we might come back to EnReco - Broken Skies!

Submitted(+1)

I beat the first two enemies after a very long time of circling around. I don't know if even a single missile ever hit, but I did get the white crosshair feedback when the main gun hit. This game reminds me of a old Miniclip game I used to play that I don't remember the name of, but I do remember the controls in that game were more comfortable for me. I also flew over 50,000 units into the sky before I realized there even was a way of tracking that. The pineapple farm was lost to me in more than one sense. I hope you polish this up (especially the controls) as I would love to come back and replay this one. Also the game screenshots show distance to enemies, but I never got that in game. My alt key didn't seem to do anything to help with tracking.

Developer

Thank you for giving our game a shot! Indeed, the controls needs some polishing work. The pineapple part is just a fun nod to Macross anime, nothing serious. As for the Alt for tracking, you have to press "T" to initiate lock-on and pressing "Alt" afterward would track that lock on target, however we do want to improve the lock-on to be automatic and only needing to press "T" once (sadly we ran out of time).  Still thank you for the comments and for playing our game!

Submitted(+1)

Very interesting game concept! 

The controls are very clunky and unintuitive, but after a while I was able to sort of figure out how to get around. The main gun seemed pretty useless since I could hardly aim my ship at all, let alone directly at the enemies long enough to hit them. Holding ALT doesn't seem to help with anything since it seems like it just points your camera and not your ship or guns. That left the missiles as my only actually effective weapon, which were still difficult to use but that meant running out of ammo became a second lose condition, which isn't great but at least there's quite a bit of it. Like others have said, the enemy AI and lack of an option to skip dialogue also weren't great.

The little model of Libestal in the middle is cute, but scaling it up significantly and adding a few more parts to the environment would probably have made it a little easier to navigate and made it feel a bit more like you're fighting in an actual world instead of an empty plane.

I managed to get pretty far into the Shiori fight but I gave up after a few attempts. I still had fun on this version despite the flaws, but with some improvements, it would be a really fun game! 

Developer(+1)

Thank you for trying our game and the suggestions! There are indeed a lot that we want to iron out, controls and the enemy difficulty are the tops in the priority. More to the environment is a good idea too! As for the Shiori fight, we really regret not having a checkpoint there... 

We would like apologized for the frustrations that you faced but also very thankful that you found our game interesting. Thank you so much! 

Submitted(+1)

I couldn't get far and had difficulty controlling the plane as the mouse was too sensitive. It also hard to find the enemy planes once they go out of the screen, having a more prominent indicator would be good.

Developer

Thank you for giving our game a shot! Yeah, controls needs a lot of fixing. And as for the indicator, it does bugged out and turned tiny and off the screen. Sorry about that... BUT thank you again!

Submitted(+1)

I wouldn't have thought I'd find a flight game in a vtuber fangame but here we are. I like the idea of the game but I couldn't control very well enough (KBM controls) to progress through the game and I only hit the enemy plane once, but it could have been a skill issue on my part.

Really unique game!

Developer(+1)

Thank you for giving our game a try! Don't worry, it's not a skill issue, the enemy AI is more aggressive than the final boss of Ace Combat games (or so I was told) plus the controls we had is quite finicky, so no worries!

Jam Judge(+1)

This entry stands out from the rest for doing something very different: a flight sim!

I liked the plane model and how it reacted to the player inputs. Very cool!

Unfortunately, I couldn't get too far in the game as the controls were extremely uncomfortable (I use a trackball) and the enemy was glued to my six so I could barely get them on screen to shoot a missile their way. I would've loved to see what else was there in the story by following more of the dialogues.

Improvement suggestions:

- Change the controls. Preferably implement gamepad controls or keyboard for pitch/roll, so that it's easier to keep turning the plane in the desired direction. Moving the mouse is not a good idea for this as there's a limit to how much you can move it before you have to stop due to running out of table.

- Tone down the enemy AI. They need to give the player a chance at aiming at them. It got increasingly frustrating to turn endlessly without seeing the enemy plane and getting constant missile warnings.

- Additional info on the HUD. Offscreen markers and distance for enemy planes would help identify which way to turn. A compass would also be a nice touch.

- Add the "hololive" tag to your project page for improved visibility!

Developer(+1)

Thanks for playing! I'm glad you like how the itsy bits on the player's plane move, I definitely spend quite an effort making em look right.

About the control, I am still kicking myself for not implementing gamepad and Keyboard control (it was obvious that this kind of game NEEDS it in hindsight). Speaking of the enemy AI, I feel like I overengineered it a tad (Having the AI send input to the plane means that I have to do a LOT of matrix operations to get the right input rather than use a function to just point plane to player), which was why I didn't have time to make it do anything else except 'Always try to steer plane to face the player'. Finally the marker, funnily enough there is a marker to show where the enemy planes are...but the change to full-screen made it bugged out..and the marker was TINY.  I also wanted to make a compass and pitch ladder too but we ran out of time.

Again thank you for playing! This was perhaps a bit TOO ambitious for a game jam.
-Sparty

Artist here, thank you for trying our game! We really want to try something new for us both! I got to give credit to Sparty for his idea of making the parts movable, they looks so cool when it all came together! Also oh no, I didn't know I could just type in the tags (always thought its only restricted to the suggested tags) my bad on that part. 

Finally, thank you for suggestions, its been great fun and learning for the two of us!
-MrMcDerp

Submitted(+1)

Playing this sparked my childhood memories of playing Ace Combat on the xbox 360 :') The plane's thrusters being Gonathon colored is a nice touch! I had fun!

Developer

We're delighted to brought that nostalgic memory! And thanks to Sparty (our Developer) for the thruster color idea!  

Submitted(+1)

At first, it was hard to get used to the controls, but the better I got at flying, the more fun it became. Dodging missiles and shooting down enemies made for a great time!

Developer

Thank you for playing! Glad you enjoy the flight Ace pilot!

Submitted(+1)

I'll be honest, I've never played an airplane simulation game but that was really cool. I actually had to restart it 3 times because I think I travelled too far into nothingness and wasn't sure if I was going the right way or not. 

Typically I get motion sick very easily but it was fine for me. I really liked the EN Recollection theme tie in too. The music was super fitting. Really cool entry! 

Developer(+1)

Delighted that you gave our game a shot! We really want to try something new in this Jam! Glad you liked the music selection too, it came to us during the last hours while listening through the HoloEn originals and feel like Non-fiction is the most perfect one! 

Submitted(+1)

I was super happy to see an airplane game in the Jam!

I didn't get very far into the progression, but for what I got through the theme tie in felt pretty tenuous. It looks like there is more story or dialog further through, but I didn't make it that far largely because of the way the controls work.

The mouse pitch was super sensitive when trying to make small adjustments, but in a turn fight with the AI I was moving my mouse what felt like kilometers across my desk. I tried using my controller but it appeared that gamepad support wasn't implemented. Being able to use the analog sticks probably would've solved a lot of my complaints about the controls.

My favorite thing about the game was definitely the "Ace Combat Chuuni" vibes which go well with the characters you picked. I definitely got the hero Gonathan ace pilot feel!

Developer(+1)

Thank you for trying our game! Yeah, you are right that there are more dialog further in the game as you confront Shiori and probably show the love and angst more in that section. Like we have mention to the others, the AI we made are TOO aggressive in hindsight and as for the controls we might have mess it up somewhere with the code and the sensitivity is inconsistence. 

That's said, we're happy that you like the Chuuni vibe! Thank you again!

Submitted(+1)

A very unexpected genre of game to come out in a Jam, but a welcome one.

Conceptually, I really liked the idea of this game. The instrumental version of Non-Fiction was very fitting and actually kept me going when I was struggling.

Unfortunately I couldn't beat the game due to a few reasons:

  1. The mouse controls felt very sensitive when moving slowly and even when moving fast it felt very touchy. This might have been my mouse and a DPI/mouse sensitivity setting would have helped out.
  2. The AI felt incredibly difficult. I've only played the first stage of Ace Combat 7 which I felt was very manageable for someone who hasn't played any piloting games before. The AI here was almost always out of sight and it felt like luck rather than skill to even get the enemies on my screen. Shiori in particular deleted me in about a minute and I never saw her once.
  3. No checkpoints made me immediately quit as the struggle to the boss felt overwhelmingly tough for too long.

That said, I did like the vibe this game was going for. I wish that the environment was more detailed and visible as it's fun to see the ground below while flying, the world in ENreco could look really neat from above.

If the controls felt better and the AI wasn't so difficult, I'd be interested in giving this another go.

Developer (2 edits)

Thank you for trying our niche game! Yeah, I wish I had time to make checkpoints too. About the Ai, we might have made it TOO aggressive. About the sensitivity, I unfortunately may have spaghetti-coded the control in such a terrible way that changing the sensitivity WILL make the plane nigh uncontrollable. Otherwise, I would have love to put in a sensitivity setting...if we had the time. 
-Sparty

Thank you for giving our game a shot at! Glad that someone like the music we selected! We want it to feel like you are having a hardcore heartbreaking rumble tumble (like one of the ending of Armor Core 6 lol)! 
-MrMcDerp

Submitted(+1)

Unfortunately I couldn't get the hang on the controls myself, so I'll go pretty middle of the board as far as rating goes


I do like how you kept this framed within ENReco, and just threw Gonathan G in a plane - I think that's really funny


But I will say that putting this together within the span of the jam is actually nuts, it seems super complex, so kudos to you and the team, hopefully you'll come back and expand on it more (and maybe add controller support? I think that would help a lot, at least personally)

Developer(+1)

Thank you for the comment! Yeah, we agree with the controls needing some improvement. 

And yes, the idea was born from a funny thought of 'what if Gonathan is in Macross?' but turns out this project became more ambitious than we thought. That being said, Thank you so much for playing our game!

Submitted(+1)

I'm not a huge Ace Combat player, or any flight sim for that matter, but I think mouse control is not the way to go here. It's very janky trying to smoothly maneuver the jet with mouse controls. 

Developer (1 edit)

Yeah, the control could use some tweaking. However, thank you for taking your time to play our game!

Submitted(+1)

Woah this is quite an impressive entry for a Holojam game! Getting such a fluid movement model done in just 2 weeks is quite something!

One thing I would like to say is that the combat and mechanics were to the extent that I ended up sinking quite a few tries into this entry to get better. I still never beat the final boss though... despite many many attempts. But I was able to see tangible improvements throughout my playthroughs. Like actual tangible. satisfying, skill level increases, which for a game jam game is quite something.

I'm not the biggest Ace Combat player (I just played AC4 on PS2 back in the day) so I am not the best to judge this. But I talked a bit with a friend of mine who was an Ace combat player and got his opinions.

1. First of all, I enjoy the fact that you've taken the story premise seriously. I think that honestly, IMO Ace combat games and Ace combat-likes are ultimately very story driven. You play because you want to find out what happened, and the short little premise at the start helps express that quite a bit.

One change that I would recommend is to sprinkle more story snippets throughout the game. At the end, before you fight Shiori, you have quite a long (and honestly very interesting) sequence of dialogue.  However, my friend thought the game was just an endless survival game before that point.  The story actually is an incredible motivator and I think that having it sprinkled throughout can help players stay engaged and see what can come up next.

2. I think the difficulty is a tad too hard for what the game is trying to achieve. This sort of is a good rule of thumb for game jam games, but because there are so many games to play, having things on a bit of the easier scale is good for players. (For instance, I've neglected a lot of other games since I spent so much time playing this one). But also, I think that having things too difficult can actually hurt the story telling aspect, since players may end up feeling frustrated when the intended emotion was something else.

- This could potentially also be solved with checkpoints. For instance, if the lore reason that Shiori was so difficult (for me at least) is that you want to convey Shiori's skill/power, putting a checkpoint before Shiori can help still convey that point while also being less frustrating. At the moment, the difficulty can add some frustration which can interfere with the overall presentaiton parts of the game.

3. Controlling the plane with the mouse was a bit awkward. Controller support is difficult, and I understand if you did not have time to support it. However, having an option for keyboard controls can help a lot, as it would allow me to continuously turn in a certain direction without needing to reset the mouse.

Anyways, I really liked the game. One of the standouts IMO, and I want to learn more about this cool setting, where Hololive members are controlling high tech military equipment.

 I think that games in more niche genres like this tend to suffer a bit in game jam ratings, as niche games don't hit with everyone. But regardless of how the game does in terms of ending rating, I think you've made something very cool and with a lot of promise for the time you have. 

Developer

We definitely went overboard on this one in many aspect lol. Almost three days was spent just tweaking the plane movement, around twice that just making the enemy AI actually works, and there wasn't a lot of time left to put it all together. A checkpoint system would've made testing a lot easier too. As for making player think there's just gonna be waves of mooks...that was kinda intentional (teehee), but you do have a point about sprinkling story bits here and there.
-Sparty

Thank you for the constructive comments! We might be abit too excited with this one..ehehe. Agreed on the check point and the controls. As for the art side of things, I do think that I should consider the increasing sizes of the units, to make the aircraft more readable and easier to track as well. That being said, I can't thank you enough for taking the time to play our game! We really want it to stand out! Thank you! 
-MrMcDerp