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(+4)

First off, the visuals are INCREDIBLE. The whole time I was wondering, "How did they manage this in 4 days". It is fun just flying around, the music just melts into your brain too while you glide, and its just overall really relaxing. 


It did take me a bit to figure out what my objective was (and that there were enemies). I think the visuals are fantastic, but the gameplay could be improved upon. It is difficult to see the enemies, and I felt as if I was swinging around then accidentally running into them which felt really punishing (but maybe I am blind and I should just dodge them). This game like feels easy but like that is because it doesn't feel as if the enemies really have much presence.  

The main thing I think should be added would be to give the player an objective they can word towards rather than just survival. I also think that there should be unique threats alonside the drones that chase you.

Still though, amazing visuals and cool style, especially for a 4-day gamejam. I'd also love to know how you achieved the style.

(+4)

Thanks for playing! Another objective would have been nice, that is a good idea. We had some plans for additional enemy types and obstacles to dodge, and I also wanted to add a directional indicator for nearby enemies to make them easier to find. Unfortunately I was personally a bit busy this year during most of the jam so we had to keep the gameplay and features simple to get it done. The rest of the team did a fantastic job on the visuals and audio though.

(1 edit) (+2)

Its wonderful to hear you liked the visuals I used a type of dithering called Surface-Stable Fractal Dithering created by runevision. It took me a while in the beginning to get an idea of the visuals but once I did it was fantastic but yah it took lots of time. I worked on the visuals for 65/96 of the hours and I still was not able to make some of the UI elements and had to go for boring squares. But yah part of the reason I was able to pull off so many models is that because it is black and white for the most part I only had to worry about the models I did not need textures or to properly UV unwrap a smart unwrap was good enough for the  Surface-Stable Fractal Dithering. Godot also helped in some aspects on speeding up the visuals having volumetric fog and performant real time lights made my life a lot easier I'm looking at you unity >:( but slower in others Godot's model importers suck. Its good to know that the enemies were hard to see I feel a flying sound or some type of bigger visual impact when they are further would have gone a long way. OH and the main shader is a hellish nightmare that I had to add so much to mid jam its a mess lmao. I could go on and on about visuals but ill stop here lol.

Thank you for replying! I definetely want to try this out as well eventually! Again, the game looks awesome for a 4-day game jam, I couldn't help but play it after seeing the screenshots. Well done!

(+1)

Yah its a great art style I would recommend. This style and PSX are the my favorite styles for game jams so far because you can do a lot more in less time. Thanks it makes all the time and effort worth it to hear people enjoying the visuals! :)