Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags

Some random accumulated thoughts:

  • At the moment, it feels like attaining a significant altitude/vertical speed is a liability. You don't accumulate down-boost, you can't collect yeets/sodas/etc, and it's tricky to tell whether or not you're about to crash into that Bae coming up. The only advantage, aside from some one-off altitude achievements, is that you don't need to worry about meatballs or Baes, except the ones you blindly crash into at 25 meters per second.
    It's making me start to think that yeet-boosts (and especially Mumei's big toss) aren't really helping. They might even be liabilities. To counteract this, some reward for getting high might be nice. Maybe accumulating XP faster the higher you are? Or some new mechanic, similar to the down-boost, if you want something less simple yet disruptive to existing mechanics.
  • Speaking of down-boosts...only being able to use them while moving up is a weird restriction. They're sometimes useful for exploiting an opportunity before you fly away, but the narrow angle windows and how quickly the angle bounces around, it's tricky to pull off—you need to hit F at the right moment, then release it at the right moment. And since you can't use it while moving down or sideways, it doesn't help you avoid hazards unless you can predict where you're going to land early in the arc—and if you're moving with speed, you'll probably stop moving up before your landing site comes onscreen.
    Down-boosts feel very restrictive. I feel like there's an intended use case I'm missing, because otherwise it feels too restrictive to be useful with any regularity.
  • The camera feels weird. If I'm reading its behavior correctly, it has two zoom levels it can slide between; this is fine under certain ranges of speed/altitude, but also sometimes feels weird. I assume you tried a more granular camera and something didn't work?
    It also feels way too easy to fly off the top of the screen. That feels like it should be exciting and uncommon, but it's common when you combine a decent base speed with a yeet/boost. Under current physics, a 10-meter ceiling feels too low. A fairly mundane 12 or 15 meter apoapsis doesn't feel very different from a 60- or 100-meter one; its just IRyS staying offscreen longer.
  • Airspace feels underutilized. Flying items are fun but simple, Monopoly boards are fun but random. (Though I like that both good and bad are better/less bad if you're low on boosts. Helps with strategizing.) Both are rare. There should be less stuff in the air than on the ground, but it would be nice if there was more stuff up there. It would complicate flying items, though.
    If you take this suggestion into consideration, consider adding some kind of indicator for upcoming airborne items. Actually, maybe consider that anyways—it could help make use of flight-item boosts.
  • It would be funny if IRyS's voice grew faint at high altitudes. Imagine a "WHYYYyyyyy...?" trailing off as Mumei yeets her into the mesosphere.
(+2)

Thank you for all the ideas and comments!

Many of your points are planned to be addressed in Version 3.0.

There are plans to add some "special stage" that will trigger when going into high altitudes which will provide some bonuses to the player (as long as they play skillfully), so there's less "dead time" while IRyS is off-screen.

There are plans to make downboost upgradeable to widen the aim angle and also give it more power since currently it's mainly conserves the current player velocity. However it will remain to be only usable while moving up. The main use is to force a landing on an item closer than the predicted landing spot, so you don't have to wait to see what's coming up later in the flight trajectory. Best example is downboosting to catch a soda right after Calli boosts you up or after manually boosting to avoid Bae. Other uses are to "chain" boosts, by quickly downboosting after a Calli into a Mumei. It's not recommended to downboost into a Kronii as the angle is not high enough to guarantee a horizontal boost (at least not until update 3.0)

A visual indicator for upcoming air items is planned for update 3.0 as well.

(1 edit)

Further accumulated thoughts:

  • I think part of what rubs me the wrong way about how the down-boost is currently implemented is the ways it restricts your control. It feels like the counterpart to the normal boost, which you can activate any time you have charge, letting you use it for anything that a sudden velocity change could be helpful for; avoiding Bae, restarting a stalled flight, catching differently missing an airborne power-up, etc. But you can only use a down-boost if you are at a fairly specific altitude and moving up, meaning that it's basically useless for anything except recovering a power-up that you landed slightly to the left of, or occasionally dodging Bae if you know you're going to hit her at the right time and can get the right angle. And that uselessness isn't a factor of the down-boost, but of when the game lets you down-boost, for no reason beyond the game designer deciding you shouldn't want to down-boost when you're not going up enough.
  • It would be neat if the game pointed out certain achievements you re-achieved during a run. Not the basic ones like Super Glider, Rocket Power, or the Monopoly achievements, but the ones that feel like achievements. Might help some of the runs that didn't achieve anything new feel like they achieved something.
  • To be clear, I was serious about IRyS's volume changing with altitude. That wasn't just a joke. I think it would help "sell" when IRyS gets really high.

I'm still kinda surprised that the volume suggestion was taken, though.

It was a cool suggestion!