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A jam submission

Transition AltitudeView game page

Strategic Paragliding
Submitted by sl3dge78 — 8 hours, 35 minutes before the deadline
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Transition Altitude's itch.io page

Results

CriteriaRankScore*Raw Score
Overall#273.7333.733
VISUALS | Did this game have nice graphics, art or design?#354.0004.000
AUDIO | Did this game have great music or sound design?#353.6673.667
MOOD | Did this game have atmosphere, or did it make you feel something?#383.6673.667
IDEA | Was this game innovative, or did it use interesting mechanics?#433.6673.667
FUN | Was this game satisfying to play or did it bring you joy?#483.6673.667

Ranked from 3 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Let people know how long this project has been going, or share a bit of its history.
Project started in November. Dropped it because of the winter holidays and picked it back up in mid january. Done during my free time, over I'd say two months with a few hours of work here or there.

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Comments

Submitted (2 edits) (+1)

Paraglide in a field full of quiet nature. This atmosphere is the best!
In addition, Game is operation can be completed only by turning  left/right and changing the viewpoint, making it simple and easy to understand.

I think that it is easier to play if the aircraft is rising and the area where it rises is visually recognized.

I hope that the game will be polished by choosing good reality and good virtuality.

I enjoyed it! I completed the all stages!

Submitted(+1)

Neat little game! Updrafts are a little tricky, but nice work!

Submitted(+1)

Nice work.

The music gave it a calm, serene feeling, which was a nice contrast to some of the frustration I felt when trying for the nth time to complete a level and not understanding why I was failing or how to improve.

My only complaint about the audio is that the noise it makes when you’re in an updraft is loud and annoying. It also wasn’t clear to me for the first several times I heard it that it was an updraft indicator. I thought it was a warning sound indicating that I was about to crash. I think there could be some better audio or visual cues as to when you’re in an updraft.

It also took me several attempts on level 5 before I understood how to the updrafts worked. The concept itself is pretty simple and obvious. The wind trails gave me an idea of the general whereabouts to find an updraft, but it was difficult to know how and exactly where to position myself to be able to stay in the updraft long enough to gain adequate lift.

I think the game could use better visual indicators of how close you are to the ground. As it is, it looks like you’re still well above the ground when you land or crash. Some little wheels or legs sticking out under the flying chair would be all it needs.

I also found that when I finally decided to give up and return to the main menu, the “main menu” button didn’t work from the “you crashed” dialog. So I clicked retry, then pressed Escape to bring up the menu, and the “main menu” button worked from there.

The simplistic, lowpoly visuals worked well for the game.

I really liked the game as a whole. It almost makes me wish for some larger, more interesting landscapes to float around and explore while listening to the peaceful music. I can almost imagine a kind of calming, zen-like endless “runner” where you go from updraft to updraft, flying through rings and seeing the sights.

Developer

Wow thanks so much for the feedback and for playing!

I'm sorry you had a frustrating time, I wanted to avoid as much as possible teaching stuff through text and sadly didn't have time to playtest the levels. So I was litteraly going blind. I'll take that feedback into consideration. Did you play all levels?

Yeah the variometer sound... In real life these are super useful to find where the best lift is. It should be obvious what it indicates to a paraglider pilot but maybe not so much to others and could become annoying, I understand. I felt it had some use, especially in "thermals" (above the yellow field) where you can't really see if you're in it or not.

Yeah the collision boxes are weird. I litteraly have a trello card saying "Redo collision boxes" that was basically next on the list but didn't have time to do it... Thankfully winning each level shouldn't really require precise collision checking.

Ah I'll fix that main menu bug!

Yeah the endless runner was the original idea I had this Autumn but was maybe a bit too ambitious for a first game. I still have this idea in a corner of my head and maybe i'll do it one day. 

Anyway, thank you very much for playing!

Submitted (1 edit) (+1)

I didn’t play all levels. I got to level 5 within about 2 minutes of playing the game, but then I got stuck there. For a long time I couldn’t figure out how to get the amount of lift required to make it all the way to the landing pad. After trying again and again several times over the course of about 10 minutes I finally figured out how the updraft zones worked and how to get enough lift to make it all the way to the landing zone. But then I was too high and overshot the landing zone and crashed anyway because I couldn’t tell how far from the ground I actually was. By then I didn’t feel like playing that level again so I quit the game so I could play and rate other games.

I have never heard of a variometer before. Now that I know that’s what it’s called, the volume setting for “vario” makes more sense and I can just turn that down.

If my feedback seems overly negative, please don’t see it that way. I was just explaining my experience with it and where I felt some improvements would help it be better. I really enjoyed the game and I like it a lot.

I actually recorded myself playing the game, so if you’d like to see my honest reactions in real-time as I experienced everything for the first time, you can view it here:

Developer

Nah don't worry I love the feedback, thank you for taking the time to write it!

I'll look at the video thanks a lot!

Have fun!