Was this at all inspired by the 90's game Terminal Velocity or is it just a coincidence that it has the same name and zooming through tunnels with obstacles? :)
jitspoe
Creator of
Recent community posts
If I recall correctly, the speed is capped using a dot product instead of a vector length of your current speed, so if you veer slightly to the side, you can get a little more speed than going straight forward, but, obviously, if you go too far to the side, you'll start countering your speed and/or go off course and slow down.
Kind of like the ol' Quake2 jump maps. As a Quake vet, I couldn't quite get the hang of the strafe jumping. It's a bit different from how the Quake series handles it. It seemed to either not do much or accelerate at a ridiculous rate causing me to overshoot platforms, but I appreciate the effort to create momentum based mechanics!
Unfortunately, the jump was super unreliable (especially when up against a wall), making it needlessly frustrating. I'm guessing you're checking if you're on the ground the frame you press the jump button, and sometimes you're not. I prefer the quake style jumping where if you're holding jump, you jump as soon as you're on the ground, so long as you've released and pressed jump since the last time you jumped. I did get to the end, though.
You're in a wingsuit, so you can't really gain that much height. It's more about controlling your descent. If you're holding W, you should be able to aim your movement with the mouse. It is a bit more difficult than I wanted it to be, but it was for a game jam, so the time was pretty limited. Maybe some day I'll turn it into a full game with better controls.
Nice, another fish flopping game! Yours is a bit easier since you're in the water and can control your direction better, but it's also more difficult because I'm physically wearing myself out trying to swim upstream. My tendons hurt! Almost made it to 1000m, but had to take a break and rest. Fits the theme very well.
Nice visuals and overall presentation. Thanks for having options to adjust the volume! Fits the theme well with a very simple control scheme, yet being very difficult to master the physics. Felt a little too slippery for my liking, but that's also part of the genre. It's all about figuring out what your target audience wants as to how you tune it. You might want to invest in a better microphone for sound recording.
Analog controls could be interesting. Didn't have time to try them. There is some control, though. The angular force is applied while the key is pressed, so you can have a weaker flop if you tap the key quickly. In order to allow the fish to flip high enough to get over things, though, I had to make the velocity pretty high, so the window is REALLY small.
Really great presentation, especially with the intro camera! Good looking entry overall. 3rd person camera got wonky in a few places, but that's a tough problem to solve, especially for a game jam. I did feel like the resetting back to the start during the first jumps was a bit punishing for players starting out and trying to learn the mechanics. I'd suggest using the right mouse button to detonate instead of overloading the left mouse, as sometimes you might hit something and clicking again will launch a second pumpkin.
Very chill, meditative game. I did run into one situation where I got stuck in the wind, since there is no air control, I just kept going up and down. Thanks for putting menu options to jump to different sections so I didn't have to start over with a soft lock! Those are also nice when I want to check out a whole bunch of games without having to go through the entire thing over and over! Good work!
Nice presentation. The physics felt very good and fair. Felt like I was the one screwing up, and not the game. I don't have any real suggestions, but I think it would fit the theme better if there were an alternative to having shot counts. If you go to pursue this further, I think it might work better with more traditional levels scaling in difficulty rather than starting over at the beginning every time. Had fun with it, though!
At first the controls felt backward, but after a while my mind adapted and it wasn't a problem. I feel like this one fit the theme pretty well -- there was a focus on using physics and you were your own worst enemy a lot of the times. There were also opportunities to catch yourself falling and recover, which I felt a lot of entries lacked and just focused on being brutally punishing. Many Foddy games have ways you can recover using the tools at your disposal, so I feel this is more true to the theme. Of course that's all subjective! Nice entry. Good vibes, and neat style.
Pretty impressive scope for a jam entry. Nice vibes with the music. I felt it was a bit too punishing, though, as you could often land on platforms that needed multiple air jumps after getting knocked down, and your only option would be to drop further down to get to a platform you can get energy from. Also, sometimes you'd get knocked to the left which would send you all the way back to the beginning with nothing in between to catch you, which seemed excessively punishing.
I felt, more often, that I was fighting the game than fighting myself (as tends to be more in the Foddian spirit).
If you flap in the direction you're facing (ex: right when you're facing right), it'll create some forward thrust while being less likely to flip you over. Gotta find the right cadence. Of course you can also tail flip off of objects you're nearby to sling yourself. Flopping the opposite direction of the direction you're facing (tail into the ground) will launch you into the air.
Cool aesthetic, and the fighting mechanics and stuff were really neat, but, unfortunately, I felt the game design was kind of at odds with the foddian aspect of it. It was cool to block and attack and whatnot, but your own punch when attacking an enemy sending you all the way back to the beginning of the game was kind of rough. I felt like I was just playing a tutorial on loop most of the time. Still a really cool concept. I'd honestly ditch the foddian aspect of it if you pursue this project further and focus more on the combat.
Pretty interesting mechanic with the shots both propelling you and providing obstacles that can harm you as well as the angle of the shots relative to your tread providing the amount of movement. Some interesting physics to play with there. I can't say I'm a fan with how difficult it is to tell what's the current level you're on vs the level below you is, though, and in most cases, falling back to the very beginning feels excessively punishing, even for a Foddian game.
This captures the theme very well! A lot of people seem to just associate Foddian games with being difficult, but for the most part they are fairly forgiving and offer multiple chances to save yourself with yourself being your own worst enemy. This game captures that very well. You can correct your movement by shooting midair, but often times you end up making things worse when you do it as a Hail Mary move. Very nice presentation, too!
Pretty solid fit for the theme. Seemed kind of like a cross between jump king and something more physics based like Getting Over It. Also got some vibes from various jump maps for FPS games. Some parts were pretty brutal, like the falling platforrms that drop you all the way to the beginning if you stay on them too long. Good tutorial at the start -- everything felt straightforward. The only thing that was a little weird is what the threshold was for swapping between "falling physics" mode and "platformer mode" was. Like one time my guy was standing up and just teetered off the edge of a platform. Had fun, though!