kyle-welfare 2022-04-05 02:22
Love the retro visuals and sounds! One criticism, I think the difficulty ramped up a bit too quickly. The jump from level 2 to 3 is enormous. Volume controls would have been very nice too. Great job!
Foon → Ludum Dare Explorer → LD50 → Eye Fly
By koolruz
| Category | Rank | Score | Count | |
|---|---|---|---|---|
| Overall | 167 | 3.97 | 36 | |
| Fun | 72 | 4.10 | 36 | |
| Innovation | 291 | 3.69 | 35 | |
| Theme | 1120 | 3.21 | 34 | |
| Graphics | 476 | 3.91 | 36 | |
| Audio | 618 | 3.29 | 36 | |
| Humor | 569 | 3.12 | 35 | |
| Mood | 454 | 3.70 | 34 |
Love the retro visuals and sounds! One criticism, I think the difficulty ramped up a bit too quickly. The jump from level 2 to 3 is enormous. Volume controls would have been very nice too. Great job!
I love the animation but the controls and specifically the bindings arent really comfortable
This blew me away it was so much fun! Level 3 or 4 was really hard but after I got the hang of it I had a blast!
Its so funny and a great idea!! i like so much!
Dang, what a great platformer! The momentum physics really kicked your butt but I got the hang of it (mostly!) by the end! I agree that some of the hardest levels were in the beginning, and levels where you had to kind of "guess" your timing and had to start far away were overly difficult. But made it to the end! Great job!
@escarpoulpe What did you find uncomfortable about the controls, and what keyboard layout do you have? I had intended to add rebindable controls to support non-US QWERTY layouts, but unfortunately I ended up spending the last hour of the jam fixing a data corruption problem after a Unity crash, and that had to get cut :(
@kyle-welfare In hindsight, I wish that I had put that level further back in the game, even though it acts as a tutorial. I wanted to make sure the player knew how to transform back out of their flying form before getting deep into more challenging platforming, but the irony is that the next 3-5 levels were focused on the flight controls, and I think that level would have made a lot more sense after the player got their feet wet with those first
@matt-rice Thanks! I'm glad you got past the wall that is level 3, and got to enjoy the rest of the game :)
@Koolruz i try on qwerty and azerty, i wish jump with space cuz with z it's with my ring finger and i can't be really precise, idk if it's me who are a noob or the bind who are strange
Definitely one of my favorite games in this jam that I've played so far. Incredibly polished and a good number of levels for such a short time frame. The physics of the player when flying add a lot to what could otherwise be a really basic platformer.
Only criticisms: Some background music would be really nice and could add a lot to the mood, the connection to the theme is a pretty big reach, and there's no real difficulty curve; the difficulty just varies heavily from level to level.
Would love to see a bigger version of this made without the restrictions of a game jam.
Nice mechanics, don't really catch the theme
Kind of a stretch for the theme, but really fun to play. Impressed by how many levels you were able to create! Not sure if it is a glitch, but on the edge of the spikes you can actually stand on about 1 pixel of the edge.
@starship-captain-becca That's actually intentional - The spike hitbox is smaller than the graphic so that the game is a little more forgiving/feels more fair in close call scenarios. I want the difficulty to come from the level design, not from the hitboxes :)
That smaller hitbox is what makes it possible to just barely stand on the edge of the spike without dying, but I'm happy with that concession, since landing on that one pixel is much harder than any platforming challenge in the game :)
this is amazing, it feels a bit like celeste, a bit like love (that 8bit game) with wings... got me really focused trying to pass this part:
Captura de Tela 2022-04-05 às 12.07.10.png
@velvetlobster Thanks for the kind words! That's some very good company to be in :)
Did you manage to get past that part? And did the sign properly communicate that the X button turns you back from flying form to falling form? Looking at it with fresh eyes this morning, I'm worried that the sign doesn't read as a controls prompt, and instead seems like advice
Incredible work!!! the pixel art is simple but perfectly worked, the animations and movements are perfect. An excellent job!
A realy great game, i love that one
Wow this was a really good game, I love difficult platformers, one of my favorite genres. Reminded me a lot of Celeste which I've completed 100% :D. The game was very polished and had a lot of content and the levels were very well designed and thought out, I really like that you added the "tutorial" in the game.
Some polish you could add that might make this game even better: - Death counter - Speedrun timer - No death reward(Golden heart at the end?) Maybe it already exists I didn't check :D
I actually read the comments before playing the game and found out that you made the spike hitbox smaller than the tile it's on, that's something Celeste does too and I used it to my advantage on the last level to stand on the platform right before the spikes that come down to make that part easier ;) which was easy to do since you just have to align with the wall and tap right once when you're above the spikes while flying.
spike.png
unknown.png
Please make this into a full game so I can 100% it.
Edit: Also if you don't mind, I'd really love to look at your source code to see how you implement the flying.
This was really fun. I loved the retro style and the eye puns are great. It took me a bit to get the hang of flying, but once I did it was a lot of fun. It might help to have more training on that aspect. Great job!
Nicely done! Difficulty and aesthetics remind me a lot of VVVVVV.
It's really a good idea for me, I love it! But i have to say press z to fly kind of add the difficulty lol
@sophie-s Oh no, I'm sorry! I really wanted to add rebindable controls to support keyboard layouts other than US-QWERTY keyboards (and for folks who just preferred different controls), but didn't have the time at the end!
Loved this game! It took a while to get used to the controls and get past level 3, but after that it was really fun and felt like a satisfying/fair challenge.
I Love this games feel, I could go on and on about how great the way the player controller handled momentum, the simplistic look of the game and how wacky and random it is, or how mechanics are slowly introduced and build on each other. But ill try to keep this short. This is one of the best games I've seen this far. And you did a great job. However I like to leave some constructive feedback. The one thing that I would change, is the speed the player turns. It sometimes feels as if he's on ice while turning. In contrast to that, that is extremally nit picky. And you did by no means do bad. Great job! Simply phenomenal. I expect to see this game very highly rated! Keep up the great work :)
Nice graphics, I really struggled with the levels here, but I don't that they're too hard or unfair, I just think that the difficulty curve is too step and level 3 is already extremely hard compared to level 2.
Overall great job, everything feels pretty polished and well executed.
This was a lot of fun! I was impressed with how many levels you had made and how well made they were. The mechanic was a lot of fun too. I wish there was some music but I really liked the SFX!
Fun and surprisingly tough. Made a few levels in and winning certain ones felt really good. My one suggestions would be to move the non-movement inputs to keys that require the right hand instead of under WASD.
It's a nice little game, I like it, very simple and fun
Like the concept, but I wasn't able to get passed level 3. Maybe I'll give another go when I'm in more of a mood to try hard x)
@jzucc12 Your comment made me I realize that I had accidentally left unfinished WASD controls in the game as a holdover from when I was implementing other control schemes! Only the arrow keys and Z were intended to be enabled in the final build, but I apparently forgot to remove the unfinished WASD controls, so you could still use WASD if you happened to hit those keys! I can imagine that WASD and Z were not a comfortable combination of buttons to use; sorry about leaving those in, and accidentally misleading you into using them!
@escarpoulpe I just realized (due to an above comment) that I had accidentally left in unfinished WASD controls - When you were having trouble hitting Z, were you using WASD or the arrow keys?
Sorry for leaving those in, I can absolutely see how Z would be difficult to hit if you were using WASD! 😬
@koolruz Yeah it was very hard with wasd but i will retry with arrow
Great game! 10/10 would go madge for the last level again. Just need a death counter, a timer, and a BGM and you probably would have a polished steam greenlight game! The physics are perfectly balanced, the inputs are clear and defined, the collectibles/power ups/obstacles are also well defined that no matter how bad your eye sight is you can still make it out.
This game was *too hard* for me! But I was having a blast until I finally gave up. I saw AlexTheHuman playing this and had to try myself, and I am definitely worse that he was.
I loved the concept and art but I found the slippery movement to be too hard. It took me a few tries to beat the third level, and looking at what x did helped.
Cool level designs, cool concept, nice game. Thank you for submitting it to my stream! :smile:
@kazuren Thanks for the kind words and detailed feedback! I absolutely agree that a speedrun timer and death counter would be great additions, and I'll probably add them to a post jam version! :)
I'm totally happy to share implementation details, but I'm afraid they're going to be pretty disappointing, because Eye Fly's movement isn't actually built on top of Unity physics! It's all running on a custom "arcade physics" system that I wrote for games which don't want realistic physics simulations (eg, platformers), and the guts of the arcade physics system really aren't fit for public consumption in their current form 😅 I'd like to eventually put it out into the world, because I think other folks might appreciate it, but there's just enough work involved in the cleanup that I haven't made time to do it yet
Finally a platformer! Great concept, excelent job. I don't even know what feedback I could give. Maybe these spiked pistons could have a better telegraphed retreat? You can see that they will close, but You can't really see when they will open, You have guess.
It gets pretty hard, but it's very fun. I don't think I can recall ever playing with a mechanic like this, similar yes, but not the same for sure. Very cool entry! highlight: https://www.twitch.tv/videos/1451440143?t=01h49m28s
Unbelievably challenging, often frustrating and fun! Love the minimalism and the character looks and feels very polished. The difficulty curve is so steep that the level in which you introduce the X key to free fall is as hard as it gets except probably the last level. Also the controls seem a little unfairly hard. Truly something for the hardcore players, nice job!
I'm so bad at this kind of games. :sweat_smile: But even if I didn't make it to the end, I played long and far enough to see that it's a very good entry, very well done!
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