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(2 edits) (+1)

Good try! The game's technical mechanics seem impressive and in depth. It's hard to control, which is probably par for parcel, but it's also hard to tell where to go and land, whilst I understood which angle to orient myself, I had no idea on where to land for the Hub. (The raised platforms I assume, but it's so dang hard to even get there)

There's also a few problems, such as Stepping SFX continuing to play when we're just flying, then there's the lack of SFX or ambience for anything else. The plain landscape makes it hard to detect scale or speed and Sheer White is never a good thing to look at. The fact that it's ESC to unfocus from the steering wheel makes it hard to play due to the nature of Itch's ESC to unfocus or exit full screen. Getting off the steering wheel and whatever direction the Blimp is going, the player character slides across instead of staying in the same spot within the Blimp.

But otherwise, I think it's a fairly impressive, technically speaking, but it's hard to appreciate when the effects are so vague, for something like Wind direction and strength, it'd be good to have a visual representation or even a compass effect for it.

Good try for the game!

(1 edit) (+1)

Thank you so much for playing this game, and taking the time to leave your thoughts on it!

The hubs are just made into large platforms that you can plonk the blimp down so you don't fall into the void if you mistime the landing (I was planning to add a grappling hook, but time). I am aware of the player audio bug, I just didn't get around to fixing it.

The landscape is definitely something that we were planning to go into more detail for (think game-jam quality programmer art rendition of Mirror's Edge but with a dense cloud layer covering anything but the top layers of the skyscrapers) [edit: it did look better in HDRP than URP]. And yeah, a speed gauge would help this problem, though I believe you'd have to calculate indicated air speed (IAS) at where you're pointing, which would involve calculating the drift - which was again due to a lack of time.

The player sliding problem was something that would probably had required a rewrite of the player character (or some sort of way of ensuring it remains in the same place in the blimp during motion), which is why it wasn't fixed. I do agree that its frustrating and I wish I had more time to fix it. With the ESC issue - I should've probably done more key bind testing on itch, as I haven't targeted itch before.

There is a visual wind representation (the little ribbons flying in the air), I will tweak the spawn rate if I have the time!