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(3 edits)

Not really, why? I'll update if bugs are found, but it's a short game for a film festival :)

Control takes a while because of rotation speed, but does it make sense? Once you understand that you can't turn as fast as you want - because the plane can't, at first, it makes sense, doesn't it? Or is it the 'point somewhere and the plane goes there' way of controlling the plane?

In the original idea Kong traveled around the globe climbing well known towers, but that would require a larger budget to add new weapons, enemies, locations... 

The first time you play, without any tutorial, it is not so clear that the plane is following the crosshair; for me, that would be the place I would shoot by clicking with the left mouse button; it took a while to understand how to move the plane. 

I found a minor bug, unlocking the dynamite after the anvil didn't start shooting dynamites.

I think this could attract a good audience if you would be interested in developing it further to make it a commercial project.  Let me know what you think :) 

Ah, will check that issue. Thanks!

And I think I'll add some more text to that first pop-up to explain movement (I know there are better ways, but it's OK for the current scope)

I wouldn't mind adding content, I like how it plays! But I also think there's not much more to it without adding new game mechanics. My early plans included multiple locations, more enemies and weapons, skill checks (like classic eings to fly through) But keeping in mind it's a game made for a movie festival, I kept it shot. Last year's game (Nosferatu: Rites of the Skull Cult, also in this itchio account) ended up being way too big! :D