yeah- i didn't look at other flight sim games during development (i knew i wouldnt have the time to make a really great flying sim, and I didnt want to recreate an existing game). i was mainly focused on the setting and how to illustrate the story in a compelling, memorable way. if i had a team of people, and a little more time, i could have developed the gameplay alongside the story- i spent the first week on mechanics and 1 week on the story. i had a lot of ideas on what to do, but had to cut them to make sure I could stay within scope. so i settled on a shorter game experience (<5minutes playtime), 3 unique stages, and a gentle play experience that didnt demand too much. thanks for checking it out, this was really cool to see! :)
Eyes8atelier
Creator of
Recent community posts
the graphics, sound effects and UI are great. really nice take on the mechanic, i didnt know how to start the game but i used my number pad to type 'play' and the conversation began. punching in the numbers feels calculated and also disorienting which really suits the vibe of the storyline, its actually a cool experience. number-texting on phone is just as confusing as i remember but you do start to get the hang of it. i could imagine some roguelike elements to randomise things or make things easier, or rewarding the player with auto-predict text if they hit a clean combo or something. but its a really awesome game for such a short jam and has a lot of potential
im not 100% sure where you are, but try pressing WASD to move around. there is a section where you enter a building and have to walk through to an exit doorway without being able to see your character. you may be getting caught or 'stuck' on some geometry near the door but it is possible to get around it. if you are soft-locked, just restart your game and try again
the style is very enchanting. its as if you have made a dreamlike hyperreality. it was short and sweet, the art is exciting. its a curious experience and situation, illustrated in a way that is eclectic yet very concise. i loved the mixture of styles and the range of figurative-abstract graphics that are enmeshed together. the atmosphere is mysterious, brooding, tentative, and it feels good. i feel enriched
when designing, i was inspired by speedrunners finding weird unintentional pathways to skip the slow & tiresome areas. all i can say is try and get out! think outside the box- thats the game ;) (or just try arcade mode)
it is surprisingly punishing :( but thanks! yeah you are right. the grapple rope is (partly) a physical object, and it 'breaks' when it starts touching & wrapping around an object with too many edges. it can wrap around one or two edges, but anything more complex will cause it to snap. this is because otherwise, the rope would get tangled up in the objects and cause big problems. so you want to make sure your rope doesnt get snagged on stuff as you go . hope this helps
big update! lot of changes and it comes with a free toy. a neat little unity package, a functional magazine model. make comics! make a journal! make a portfolio, or a menu. put a load of leaves or bugs in it. the possibilities are endless, the pages are infinite.
its now been 3 years since i first visited loutra. it has continued to provide me with purpose and inspiration. i have enjoyed the creative freedom of delivering updates, adding / removing content, manifesting things and having them fade away. its a novel method, quite niche.
i like to think that this project can continue to provide you with a little something every now and then.
read the full devlog HERE
buy the game and make your own zines!

















