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Really cool idea. Level 4 in particular shows off the puzzle element. The small amount of hinting for adjacent planes is a really good feature to have, especially for the level with death-on-contact obstacles.

Input:
I would find W jump more intuitive for (WS)AD movement, but that's a personal thing. Similarly for rotation, an alternate keyboard input would be nice - QE if single axis or arrow keys if a second axis is added to the plane in later gameplay.

I didn't notice the viewport cube and its function until I'd finished, and using it would make the game easier at points. A label or demonstration in the first level could help if you wanted that.


(+1)

Thanks for the feedback! W for jump makes a lot of sense and its not being used yet for anything else, so might as well. Also, QE rotation is already implemented... just not mentioned in the tutorial.