Window was really small, and was finicky. I tried moving it to another monitor but it freaked and went AWOL. The hanger area looks neat, nice attention to detail with the hat when indoors. Flying felt OK. Only thing that weirded me was the turning radius, the only flying game I've played is Ace Combat 7 which allowed for quick turning, though I'm fairly sure that's considered arcadey so whatever.
Visuals look nice, though it feels like the hanger and flying sections are from different games, probably due to the lack of lighting in the former.
I clipped through the terrain when trying to yay myself, guess it doesn't have collision. While goofing off all my friends died and the battle was lost.
first I got an error that "ucrtbased.dll' was missing
after a (small) bit of research and attempted fix (which was downloading 'ucrtbased.dll' and putting it in the folder with the game) I still got this error:
(also the issue doesn't seem to be related anti-virus, admin privilages or running from the downloads folder)
Thanks for the heads up. I think it might have just been because I accidentally left a debug flag on in the release build. If you get a chance, could you see if the latest version of the game I just uploaded runs?
Game is lookin very neat! Always a fan of crisp UI. Played for about 20min on controller.
Nitpicks: -Turning feels a bit stiff in directions other than up (more than usual for a flight sim) but I haven't played many so maybe that's normal. -Might wanna disable the character walking around while in the menu or talking, I walked away from the person mid-dialogue and wasn't sure why A didn't let me start, lol -There's a bit of drift on the character when not moving the stick, might consider adding/increasing the deadzone
- I really like the art style. It's got a classic feel but the shadows add a lot of detail somehow. Terrain looks good, trees are a bit out of place though. Overall very aesthetic enginedev look.
- Flight model feels pretty good to me - not too difficult or 'simmy' but not super arcade-esque either. I'm not much of a flight sim player so I can't help much here.
- Space doesn't seem to actually shoot unless I'm just not seeing it / not targeted right or something.
- Enemies are pretty crazy, I couldn't get any of them down but I did dodge a missile once. Again, I'm not a flight gamer so I'm not really your audience here, and I can't say too much on the gameplay.
Overall: Nice little project so far. I'm interested in seeing where this goes.
I like the cel shading (is that what you call it?) on the art. The controls felt a little floaty, but are intuitive nonetheless. It felt difficult to actually hit anything. Do the missile follow targets? or do you just need to be really good at aiming? I got killed and didn't see the enemy missile coming. I think it's a cool game, especially since it appears to be written in OpenGL
The missiles only follow targets if you keep them in the big circle in front of you and maintain the lock. It's not explained anywhere in the game, so good to know I need to do that for the next version. Thanks for the feedback!
Had to install a font manually to get the game to run.
Why is the game window so tiny?
There's no stick deadzones.
The controls feel incredibly sluggish, except for pitching up. Yawing is practically useless. Throttling made the number go up and down, but I didn't feel any difference.
Only managed to score one hit. It's nearly impossible to keep the enemies in the circle.
Thanks for going out of your way to download a font to play instead of just giving up, I appreciate the feedback. I thought I had picked a standard one but I'll make sure to just include them next time.
What was your biggest issue with keeping the lock, something like slow controls or not being able to tell where enemies are headed?
Comments
Hard to see in general, and the controls feel unresponsive. Couldn't get the mouselook work. Didn't try it with a controller though.
Window was really small, and was finicky. I tried moving it to another monitor but it freaked and went AWOL. The hanger area looks neat, nice attention to detail with the hat when indoors. Flying felt OK. Only thing that weirded me was the turning radius, the only flying game I've played is Ace Combat 7 which allowed for quick turning, though I'm fairly sure that's considered arcadey so whatever.
Visuals look nice, though it feels like the hanger and flying sections are from different games, probably due to the lack of lighting in the former.
I clipped through the terrain when trying to yay myself, guess it doesn't have collision. While goofing off all my friends died and the battle was lost.
Seems like you're on the right track to me.
Sorry, I wasn't able to get it to run,
first I got an error that "ucrtbased.dll' was missing
after a (small) bit of research and attempted fix (which was downloading 'ucrtbased.dll' and putting it in the folder with the game) I still got this error:
(also the issue doesn't seem to be related anti-virus, admin privilages or running from the downloads folder)
Thanks for the heads up. I think it might have just been because I accidentally left a debug flag on in the release build. If you get a chance, could you see if the latest version of the game I just uploaded runs?
Ok yeah this one works
Sweet, thanks for the help
Game is lookin very neat! Always a fan of crisp UI. Played for about 20min on controller.
Nitpicks:
-Turning feels a bit stiff in directions other than up (more than usual for a flight sim) but I haven't played many so maybe that's normal.
-Might wanna disable the character walking around while in the menu or talking, I walked away from the person mid-dialogue and wasn't sure why A didn't let me start, lol
-There's a bit of drift on the character when not moving the stick, might consider adding/increasing the deadzone
Good Luck on the game!
Thanks for playing! Appreciate the feedback
A few thoughts:
- No fullscreen? It would help a lot.
- I really like the art style. It's got a classic feel but the shadows add a lot of detail somehow. Terrain looks good, trees are a bit out of place though. Overall very aesthetic enginedev look.
- Flight model feels pretty good to me - not too difficult or 'simmy' but not super arcade-esque either. I'm not much of a flight sim player so I can't help much here.
- Space doesn't seem to actually shoot unless I'm just not seeing it / not targeted right or something.
- Enemies are pretty crazy, I couldn't get any of them down but I did dodge a missile once. Again, I'm not a flight gamer so I'm not really your audience here, and I can't say too much on the gameplay.
Overall: Nice little project so far. I'm interested in seeing where this goes.
Thanks for the feedback. Next build will definitely have fullscreen. The space bar to shoot was a lie, I forgot to rebind it for this build
I like the cel shading (is that what you call it?) on the art. The controls felt a little floaty, but are intuitive nonetheless. It felt difficult to actually hit anything. Do the missile follow targets? or do you just need to be really good at aiming? I got killed and didn't see the enemy missile coming. I think it's a cool game, especially since it appears to be written in OpenGL
The missiles only follow targets if you keep them in the big circle in front of you and maintain the lock. It's not explained anywhere in the game, so good to know I need to do that for the next version. Thanks for the feedback!
Thanks for going out of your way to download a font to play instead of just giving up, I appreciate the feedback. I thought I had picked a standard one but I'll make sure to just include them next time.
What was your biggest issue with keeping the lock, something like slow controls or not being able to tell where enemies are headed?
>I thought I had picked a standard one
I think that one was only added in Windows 10.
>What was your biggest issue with keeping the lock, something like slow controls or not being able to tell where enemies are headed?
Your plane maneuvers too slowly to keep up, and the enemies being ~10 pixels large due to the window size definitely doesn't help.