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Wings of Iron's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Fun Factor | #20 | 3.778 | 3.778 |
| Sound Design | #27 | 3.500 | 3.500 |
| Overall | #36 | 3.378 | 3.378 |
| Art | #41 | 3.722 | 3.722 |
| Narrative design | #79 | 2.778 | 2.778 |
| Uniqueness/Creativity | #118 | 3.111 | 3.111 |
Ranked from 18 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Agreement to Official Rules and Terms
I Agree
Team Size1
"Most Creative Usage of Anniversary Assets" Submission
No
Unity Affiliation
No
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Comments
Great work but I didn’t figure out what left/right inner guns are? I wasn’t able to use them I think? I like the game feel. The first big plane enemy was too spongy for me. I wish it wasn’t so strong. :)
This is pretty fantastic.
Instantly felt nostalgic playing this game, good work guys! Also SUOMI FINLAND PERKELE!
Really appealing game! I absolutely loved the art and the classic parallax effect: it brought back memories of the golden era of 2D side-scrolling shooters. The upgrades system for the plane is very well implemented and adds a lot of depth. Super entertaining!
Congrats on the great work, and I hope the Game Jam goes really well for you!
classic vibe
Really good game. I like the vibe of it
dammm how ??? this game feel like a full game not for jam i love this game it give me classics vibes damm how you make in 48 hour as solo ..just wow ... love this game man
Thank you so much!
The best tip I can give to new game developers is to build modular systems whenever possible. They serve as reusable foundation and building blocks you can carry into every future game. Think about why Elden Ring feels so refined, it’s not because FromSoftware scrapped everything and started from scratch. It’s because they are reusing system they spent decades building, testing and perfecting across their older souls games.
Your goals for a jam also matter a lot. For this one, I didn’t aim to learn anything new. Instead I focused on creating a game I had in mind using skills I already had. I usually save learning for longer jams, because even researching and building just one new system can eat up an entire day and leave you with only a singular feature. (for example I spent 12 hours just to learn how to render water for another game jam)
Also AI is just insane Nowadays. Being able to generate hundreds of lines of code in seconds feels almost overpowered. Especially when you combine it with your own skills and you don’t just vibe code, but instead you work together with the AI, filling the gaps of each other. I wouldn’t recommend relying on AI for beginners, since repetition is still the best way to learn, but once you’ve got the skills, using AI becomes almost essential for working efficiently, especially in short jams or prototyping. You can always refactor the code for production later if the prototype turns into a full game.
Wow, just wow!
This game is so cool and the animations and enemy behaviour is so well executed. Really impressive work for the given timeframe. Well done!
I cannot just say what is wrong, everything is perfect!
Very cool, it's a lot of fun!
Awesome game! I like the weapon customisation and the variety of upgrades. would've loved to see more levels, but the content is very good for a short jam.
Great work!!
That's a really nice little game and definitely brings back SNES memories! If you really made all of this in 2 days - wow! That's incredible - I mean, not just the gameplay, but all the upgrade/hangar stuff - that's a lot of work! Nice job!
I would love it if you can play and review my game, cheers!
Great game! only thing i docked it points for was using unoriginal music~
Great game! only thing i docked it points for was using unoriginal music~