Skip to main content

On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

Definitely one of the more unique entries.

Controls were a bit difficult, I could never tell where I really was in 3D space. I'd find myself hitting geometry sometimes, and other times going right through it. I couldn't like the barricades, and every time I did hit something with fire, it felt like an accident.

I think if I were making flying game like this, I'd either have the player inside a scene that runs on rails (like Star Fox) or have the dragon persistently follow the cursor (like War Thunder). Not saying yours is wrong or mine is right, or even better, my ideas might be trash, just different ideas on how to accomplish things.

I loved that the objectives were always on-screen and for the most part you had guidance on where to go. Only improvement I'd put there is to maybe have the new objectives appear in the middle of the screen and then slide to the corner, rather than just starting out there.

Hey thanks for playing!  I also found that some of the things you mention where difficult.  The barricades where probably too hard.  The Wyrm used to follow the cursor but people didn't like that as well so I took it out.