I think you've accidentally uploaded the Linux version twice instead of separate Windows/Linux builds.
Viewing post in Skyjackers (KO Game Jam 2026 Entry) jam comments
I gave it a quick test, the flight controls are quite hard! There are a few niggling bugs, i.e. the effects volume slider doesn't work, and I haven't figured out how the bots seem to be able to go from an almost stand-still to mach-1 in the blink of an eye. I plan to put a bit more time in before rating to make sure it's not just a git-gud situation!
Right! I've tried it some more and have some feedback to give!
This is an extremely technically impressive game - a high-speed 6DoF flight controller arena with competent-seeming AI that actually works in 6DoF space. Add in that you made a fully functional gamemode and various weapons/tools that are all different, in two weeks, by yourself? Astounding work.
I do have a couple of points of feedback if you'd be open to it?
- I think the physgun is too game defining. My matches were a repeating loop of "shoot balloon on chest, fly away with it", or having the AI do that to me where I couldn't catch them. I think for a game that runs at this speed, the ability to grab the objective and carry it away is way too strong - perhaps you should consider more indirect ways of moving it, i.e. making the balloons have a stronger lifting effect, or a means of blasting the box away?
- There's something off with the balance of the scale and the movement speed. You have to boost everywhere to make any real progress in the colossal map, to get to a comparatively tiny little box, at which point everyone just congregates around the box - the map is huge but the area of interest at any one time is very small. I'm not 100% sure on what to suggest to deal with it, but it leads to the scale feeling a bit empty and extra. This is just my opinion though.
Thank you for your very kind words!
I agree that the Grapple Beam (But its absolutely a physgun lol) is annoying when used in competition with the other bots. Without a skill-based way to cancel the beam it ends up being a waiting game that kills the flow. I’ll probably save the beam for a different game mode and put a different tool in its place.
As for the level size I didn’t add a lot of clamping to the target moving positions of the bots. Combine that with the bots dropping treasure based on fuel or a timer - and how beamed objects can be thrown - and we end up with things going WAY far away from the action horizontally.
Originally I planned to have a finite set of objects strewn about the level to collect, but it created the problem with the best parts of the game being at the end when there’s only a few things left. After trying to create a weighted decision-making process for the bots, eventually I flipped the design so there’s always just one item to fight over, leading to very aggressive playing for a longer time, but with less stuff going on. I’ll probably populate the level better in future updates, but that’s why its so barren right now.
Thank you for playing my game! Good luck with your entry, and have a wonderful day :D