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(+2)

Nice game, was fun to learn how to use the controls, has some bugs but every game of the jam has them XD, however, the level design seems non-existent, because seems like the next level it's just longer, when levels in games are made for a purpose, for example teach the player a mechanic, on the first level I take some time learning how to use the helicopter without any practice and I have never pass the first turn to the left, but I tried to second one and this was easier, because it starts with a wide zone where the turn to the right was more open and less straight, that makes it more easy to learn how to turn the helicopter. and I thought that the smaller buildings will help, but seems like the colliders are the same, the environment's features often are used to teach things too. Think on the level with a purpose and modifies the environment to help the player as the same time you provide enough tile to learn.

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TBH I designed it to be raging and having a steep learning curve somthing similar to getting over it or other rage games which are very hard at start but becomes very easy after some time so I thought It doesnt make sense to teach the player in a rage game

(+1)

Actually, getting over it teaches the player as well as other games of the genre, but they do that in a different way, you have levels, but on those game there a big map and some sections of the map have the purpose of presenting new challenges, for example on getting over it, first you are in a platform with any obstacle where you just have to move to the right, (so you can learn the basics), then you find a tree that requires you to claim, but you can use impulses to fly over without maintaining the character on a correcto position all the time, then there are bigger obstacles until  you'll start to claim seriously in a steep direction (the real game), the learning curve is high form the beginning but it exist, even if difficulty is the main feature the first area function as a tutorial.

making a random search I found this video which explain better than I how getting over it actually has game design that teaches the player:

and also if you focus too much on controlling the copter than you may forgot the route so I intentionally made that way so it better fits the theme.

and also wanna specify any bug you found?

(+1)

To what I remember, once I failed on the second level and the options buttons didn't appear, but this was too random, so I don't know why it happened.

also just a last question that how much approximate time it took u to compelete the whole game

I haven't completed it, I want to complete all games that I play, but rage games are not something that I like to play much time and as I mentioned levels are too long, and since they are the sema but with longer path, after I tried the second one, I left the game and I have no idea of how long it took me sorry.