Thank you for the kind and thoughtful comment Mr. Farts.
You are right in that I started making games to make the kinds of game I wanted to play. I was actually pondering if it was sensible to make Carrier wing Ypsilon, since Ace combat already exists and Ace combat is already great. I was very happy to see the positive response and hear that people were exited to see an Ace combat-like.
If you're interested in learning game development. My advice would be, to try to get to grips with the tools by first making something very simple and small. Try to think of common gameplay elements you want in your game and look up a tutorial on how to make it. But don't just copy paste the code! Try to learn how the code and tools work. Then you can combine the elements together to create new things. And eventually you can use those skill to create brand new gameplay elements.
Quackpond-Games
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Thanks for the question.
Prior knowledge of Gearbits won't be necessary for this game. If I come up with a fun way to incorporate characters or other references I'll put them in, but I'm not really planning a massive shared universe project.
I don't think I'll be adding story content to Gearbits anymore, but I would like to make a sequel someday. I have some notes about mission and gameplay ideas and a rough story outline, but nothing concrete. I've learned a lot since starting game development so I'd like to make a sequel to see how much I can improve. But there's only so many games you can make, so I don't want to immediately just do the same basic idea again.
Okay. Good that you managed to start the game. A click on empty space interfering with controller input is something I've also noticed. I will see if I can find a solution.
Landing the plane is very difficult for a lot of players. I might have to add a mandatory tutorial, or change the landing mechanics completely.
For now, press both rudder buttons to activate the landing gear. The galley has some more tutorials for the controls.
Strange. I don't know what could be the cause. It's strange if the keyboard works still. Do the other controller functions work normal? Can you control the throttle with a controller after taking off. Does your controller have analog input on the triggers? My best guess is that the game reads the analog input differently from the keyboard keys.
Thanks for the comment. I was planning that the energy running out would encourage the player to be more active with collecting the powerups. But of course, you can't do that, if you have no weapons to defeat enemies with. I agree with the enemies flying by. Since the player is not required to defeat them, the game allows the player to be way too passive.
This is very weird. As far as I know, there is no way to change the sensitivity during gameplay. The only place where it can be changed is the main menu, so I have no idea how this happens. Turning off vsync caused some issues with the sensitivity, so I would advice turning it on if possible. Does the sensitivity slider in the menu also get reset, or is it just the actual look sensitivity in-game?
Thanks for letting me know. I made it so that if there is another turret near the landing site, it gets destroyed when the new one is called. Great find. This was a pretty wacky bug. I almost feel sorry for patching it out. If you need to contact me, itch.io works fine. Or if you want to, you can join the Gearbits discord. Active links to that are currently in the wave mode announcement on Steam.
Thanks for reporting this. The game should count an enemy to the mission score, even if it dies of environmental hazards. If it didn't spawn, the game should only display nine pursuers as the objective. My guess is that it fell out of bounds, or the scorekeeping didn't count it for some reason. Both of these are something I've addressed in the development build. Unfortunately, the itch.io version is a bit behind. I've made a lot of progress, so I'm planning on updating the demo soon.
Thanks for the comment. The health values will be changed during the development. All of the values, like item prices and weapon damage are in a mess right now. Thankfully all of the values are made so that they can be easily tweaked. Feedbakc from player is very valuable when trying to figure out the game balance, so that's why I encourage people to give feedback. The melee combat is something multiple people have pointed out, melee combos seem to be a highly requested feature. Also, you are 100% correct about how the mining melee should be a drill. I would have put it in right from the start, but I ended up settling for the placeholder beam saber. If I tweak the melee combat I'll definetely take another look at the weapons. Thank you very much for the feedback. This is very valuable.





