I hope this game one day outgrows the simple wave based arcade formula. I think this could do well as a 'Simulator' like this : Pigeon Simulator on Steam .
There seems to be a stealth mechanic? I might be imagining it but I felt like when I flapped my wings close by enemies would become alert. If that's the case I like that a lot, it should be more clear, I shouldn't be wondering if that's actually a mechanic or just in my imagination.
I would like to feel more agile / in control of Batty, I believe some kind of lock-on system would be cool. Of course I think you should be careful about adding in too many new mechanics willy nilly.
The music does not quite fit, would like something a bit more gothic. Voices are great.
I'm not interested in this 'meme simulator' format. But in the same vein, I'm thinking about a Grand Theft Auto style open world where you can interact with the city but also pick up missions to do from characters.
There seems to be a stealth mechanic? I might be imagining it but I felt like when I flapped my wings close by enemies would become alert. If that's the case I like that a lot, it should be more clear, I shouldn't be wondering if that's actually a mechanic or just in my imagination.
The humans are alerted by the sight and sound of Batty! I was thinking I would copy Metal Gear Solid and have a state where they are alerted but haven't yet fully noticed the player (question mark over their head in MGS) and then fully alerted (Exclamation point over their head in MGS). Something like that might make it more clear.
I would like to feel more agile / in control of Batty
Cool graphics and amazing you made this with your own engine. You probably have a lot of new mechanics on your mind but I think dropping baits or bombs would be cool addition. Also maybe some kind of super bonus frenzy mode. Thanks for uploading.
I'd like to get some gameplay mechanics that don't involve swooping down to the ground, because it's hard for players to do without hitting the ground and I need variety. Dropping something would give variety for sure.
Yeah it was pretty easy to hit the ground. By the way have you considered adding different game modes? I feel a tower defense could be a cool one, something like the vamp vs zombies: You fly and drop turrets, mines, bombs , and you can fly resources from home to build points, goal is to protect a buildings or a love interest... I just think you have something cool. Keep on going fren.
Very impressive on the technical side and a very fun flight simulator. It's a shame there's not more content. Some suggestions: as an Ace Combat fan, I get easily confused by flight games that don't invert the y-axis, so it would be nice to have such an option. The bat's terminal velocity also seems too low when you're flying straight downwards. I also thought the bat was too "floaty" but it makes sense when you consider it's an animal with a very low body mass and not an airplane. I like the little details like softly moving the joystick yawing instead of rolling. I'd love to see this game expanded.
Is that video representative of what it was like to play the game? Because that video is moving in slow motion compared to how the game is supposed to play.
It's a shame there's not more content
I just uploaded a new build where humans will fight back against Batty!
as an Ace Combat fan, I get easily confused by flight games that don't invert the y-axis, so it would be nice to have such an option.
There is that option but I didn't put it on the help screen, you press "i". I need to make a real UI so it's easier to understand.
The bat's terminal velocity also seems too low when you're flying straight downwards.
Good point, I'm planning on adding a "divebomb" ability.
>Is that video representative of what it was like to play the game? Because that video is moving in slow motion compared to how the game is supposed to play.
I honestly didn't notice it while playing, but indeed it's way too slow. I'll blame Wine for it (I played the downloadable version on Linux). I just played the web version and it was way faster. I also noticed the big "press I to invert pitch" pitch option at the beginning I had completely missed, sorry for that! But yes, the menu's UI's a bit hard to read as it is.
I'll blame Wine for it (I played the downloadable version on Linux).
It's actually that slow in Wine? That's so bizarre. Your frames weren't bad, I have no idea how Wine could have slowed the physics tick down that much.
I enjoyed it, the echolocation thing was fun and the flying feels good. I feel like it would benefit a lot from you taking yourself a little more seriously, the repetition of the "stupid bat" and wilhelm scream stuff got to be a bit much, the rest just feels like placeholder and you haven't rightly built it out. It was nice that it worked in the browser, too.
Comments
I hope this game one day outgrows the simple wave based arcade formula. I think this could do well as a 'Simulator' like this : Pigeon Simulator on Steam .
There seems to be a stealth mechanic? I might be imagining it but I felt like when I flapped my wings close by enemies would become alert. If that's the case I like that a lot, it should be more clear, I shouldn't be wondering if that's actually a mechanic or just in my imagination.
I would like to feel more agile / in control of Batty, I believe some kind of lock-on system would be cool. Of course I think you should be careful about adding in too many new mechanics willy nilly.
The music does not quite fit, would like something a bit more gothic. Voices are great.
I hope so too. I'm definitely thinking more seriously about what comes next, but there's still some core mechanics I want to add.
I'm not interested in this 'meme simulator' format. But in the same vein, I'm thinking about a Grand Theft Auto style open world where you can interact with the city but also pick up missions to do from characters.
The humans are alerted by the sight and sound of Batty! I was thinking I would copy Metal Gear Solid and have a state where they are alerted but haven't yet fully noticed the player (question mark over their head in MGS) and then fully alerted (Exclamation point over their head in MGS). Something like that might make it more clear.
I've got plans to improve this for sure.
Thanks! Recorded them myself this week.
Cool graphics and amazing you made this with your own engine. You probably have a lot of new mechanics on your mind but I think dropping baits or bombs would be cool addition. Also maybe some kind of super bonus frenzy mode.
Thanks for uploading.
Thanks!
I'd like to get some gameplay mechanics that don't involve swooping down to the ground, because it's hard for players to do without hitting the ground and I need variety. Dropping something would give variety for sure.
Yeah it was pretty easy to hit the ground.
By the way have you considered adding different game modes? I feel a tower defense could be a cool one, something like the vamp vs zombies: You fly and drop turrets, mines, bombs , and you can fly resources from home to build points, goal is to protect a buildings or a love interest...
I just think you have something cool. Keep on going fren.
Oh that's a unique idea. I like it. Once I get to the point I'm ready to flesh out bigger game modes I'll keep it in mind.
Very impressive on the technical side and a very fun flight simulator. It's a shame there's not more content. Some suggestions: as an Ace Combat fan, I get easily confused by flight games that don't invert the y-axis, so it would be nice to have such an option. The bat's terminal velocity also seems too low when you're flying straight downwards. I also thought the bat was too "floaty" but it makes sense when you consider it's an animal with a very low body mass and not an airplane. I like the little details like softly moving the joystick yawing instead of rolling. I'd love to see this game expanded.
Thanks for playing and for the feedback!
Is that video representative of what it was like to play the game? Because that video is moving in slow motion compared to how the game is supposed to play.
I just uploaded a new build where humans will fight back against Batty!
There is that option but I didn't put it on the help screen, you press "i". I need to make a real UI so it's easier to understand.
Good point, I'm planning on adding a "divebomb" ability.
>Is that video representative of what it was like to play the game? Because that video is moving in slow motion compared to how the game is supposed to play.
I honestly didn't notice it while playing, but indeed it's way too slow. I'll blame Wine for it (I played the downloadable version on Linux). I just played the web version and it was way faster. I also noticed the big "press I to invert pitch" pitch option at the beginning I had completely missed, sorry for that! But yes, the menu's UI's a bit hard to read as it is.
It's actually that slow in Wine? That's so bizarre. Your frames weren't bad, I have no idea how Wine could have slowed the physics tick down that much.
I enjoyed it, the echolocation thing was fun and the flying feels good. I feel like it would benefit a lot from you taking yourself a little more seriously, the repetition of the "stupid bat" and wilhelm scream stuff got to be a bit much, the rest just feels like placeholder and you haven't rightly built it out. It was nice that it worked in the browser, too.
I had a feeling this would be the case. I'll prioritize getting more voice lines for the humans.
I just uploaded a build where the humans fight back against you! But yeah I'd still consider this game in the prototype stages.
Thanks for playing!
If you've played Batty Vamps before, what's new is that the humans don't run around mindlessly, they've got a little bit of AI now.
Update: Now the humans will fight back against you too!