Cool concept, but it was too hard to understand for me. That rock giving me a wall of text (although split up into a dialogue) was kinda overwhelming, but also it's hard to understand what happens during the gameplay itself
giacomocali
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I also loved the Wuhu Island plane game in Wii Sports Resorts, so of course i absolutely love this.
The controls are basically perfect, not too snappy or shallow, perfectly balanced.
The collision detection and "press R to reset" prompt was also accurate in my experience. It would've been perfect if the re-spawn system had more spawn points to latch on to, so you can spawn closer when crashing instead of travelling across all the island every time :)
The little UI popups telling a story about landmarks were also really cool. Oddly specific, but i also really love the bubbles with the rainbow reflection effect.
It was both a lot of fun (the most i had so far) and relaxing at the same time! if the island was bigger or had more landmarks i would play it a ton.
Finally, i was surprised to see most of the pre-made assets were just sound effects and fonts, meaning you made all the rest in just a week, congrats!
My suggestions if you want to expand or improve this game:
- Make the plane go really fast when flying downwards and keep some momentum when turning upwards (makes for some fun stuns)
- Maybe adding some games you can find around the island? Like follow the rings, get all the coins in one minute, etc.
- Improvements on 3D models and assets would make this game really shine :)
- Extra islands and/or a bigger island with more landmarks
Cheers!
I agree with the others, fast is fine but the player is way too fast :)
It's painful when you want to pick up an item or be precise with movement. It also gives a bit too much advantage to the player when dodging, the dodge move was never necessary because you can just move back to dodge attacks or add distance. Other than that, cool game. The music is cool, pixel arts are cool, the spinning sword mechanic sounds interesting but i found a trick where you can just flick the mouse up and down to do more damage. It also prevented me from accidentally moving the mouse to my second monitor
Very unique take on the theme! The steering certainly took a bit to grasp, so i appreciate the choice of including a parking lot, i went there before the race. Graphics are well made. And i ABSOLUTELY love the dancing hamsters all around the car! Now for the cons: you're probably aware of this, but steering is kinda impredictable, and it's hard to understand how fast you can steer before the car understeers. Sometimes, even at low speed, the steering is not enough for the curves. Also, it's too punishing in my opinion when the car hits the guard rail and sticks or stops, instead of sliding smoothly or just slowing down slightly. Finally, the spacebar for handbrake didn't seem to work, it just slowed down the car instead of entering drifts. All of this is absolutely understandable for a game made in one week, i just wanted to give some constructive feedback, it's a cool idea and i think the game has potential to be expaneded! Cheers
Man... I'm astonished! I love this game. It's both funny and fun. The golden cow part in particular was super original! Perfect to change up the gameplay a bit and avoid excessive repetition. Just one thing, unfortunately i had some stutters during gameplay but i think it's also because WebGL really sucks :)
Man i love this game! Super funny and fun as well. It lacks some VFX and the levels are super simple and barebones. But it's absolutely understandable, i mean i have no idea how you managed to do all this in just a week! Aside from these two things it's polished and the parry mechanic is very interesting, although it didn't let me proceed through the level after the tutorial, and i didn't understand why.
Also, the spin starts super slowly: if this is intentional i can understand why, since it requires a bit of strategy before getting close to robots. If the spin started fast, the game would be too easy otherwise. But yeah, cool game :)
It looks very interesting. Although the levels use many simple or built-in models, i personally found them interesting, and they remind me of the shrine puzzles in Zelda BOTW. The audio work is incredibly good, both soundtrack and SFX (although i expected a more energetic soundtrack for the arena fight). Super crisp sounds and nice effects. I had some issues with gameplay though. I got softlocked in the first level for example, and in the arena fight there was no feedback, i didn't understand how i died, the enemies hitboxes were kinda too big (i also didn't understand if touching enemies would damage me) , and the grenade is thrown too close, although it takes super long to detonate so it's kinda useless in combat anyway :)


