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(1 edit) (+1)

I can’t tell if I’m upside down or not one of the most difficult controls I’ve ever played it’s got potential.

Note: if you anchor the roll so the paper plane doesn’t flip upside down that might fix the difficult controls.

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Thanks for checking it out, I had considered clamping the rotation but wanted to give the player as much freedom as possible when it came to movement. If i had a bit more time I wouldve liked to play around a bit more in blender with the Plane I modelled so that the shader would detect the top edges a bit better because I agree, it can be difficult at times to know where youre facing.

OOHHHH I SEE NOW.... the WebGL one doesnt have the shaders, if you decide to try it again check out the downloaded version, its much easier to see

(+1)

I played it on the standalone I see the shader helped a little but when you flip the paper plane on the pitch it makes it hard to see where the front or back paper plane is so I look at the particle trail to see where I’m going.

Suggestion: would it control better if you used mouse instead of keyboard.

Yeah it definitely could be improved, I think if I was able to get the camera to catch up a bit faster it would alleviate the issue, mouse controls would’ve been a lot easier I think I’m a big fan of the “tethered” flight controls in games like no mans sky. The controls in this game I modelled off the way my flight stick is set up in star citizen.