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A jam submission

Sheets to the WindView game page

Complete your deliveries without ever leaving the office.
Submitted by SquidMeal — 38 minutes, 30 seconds before the deadline
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Sheets to the Wind's itch.io page

Results

CriteriaRankScore*Raw Score
Overall#13.5713.571
Audio#14.0004.000
Polish#13.7143.714
Game Design#23.7143.714
Art#24.4294.429
Narrative/Mood#33.1433.143

Ranked from 7 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Are you part of the Game Dev Field Guide Discord?
SquidMeal, GabeS, Zal_Nor

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Comments

(+2)

Reminds me of Superflight, in a good way! I got my first few deliveries by chance and started liking it before it got hard. I did have trouble seeing what the wind would do to me and agree that something in HUD would be friendlier than the minimap. If you do more with it, maybe smooth out the animations to feel more organic and less video-gamey, and soften the stop when you hit the goal hitbox. If I was marketing this, I'd probably lean into the cozy vibes and lose stuff like "you're too drunk to do your job right." Or lean into that away from the cozy vibes. Anyway, this is one of my favorites in the jam, good work!

Developer

Thanks for playing, potahto!

I haven't seen Superflight before you mentioned it, but looking up a video I can see the comparison! Perhaps we can look at this game a bit closer to see what they're doing in terms of UI and take some inspiration.

Heard that there is a tonal clash, and I think that you're right in embracing the coziness over the joke used to loosely tied the theme, title, and story together. If we look at expanding it, incorporating some story into the game rather than just in a text blurb is something that I would like to aim for. Perhaps our airship would simply be broken down and the planes are an act of desperation instead of any drunken antics.

Oh yeah that sounds good!

Submitted(+2)

I think everything has already been said in the previous comments, most pain-points are what I experienced as well. Other than that, it's definitely difficult, I tried 2 times and both times got only 1/7 deliveries :D

I like the concept, having a force (of nature, heh) that you can't influence but can use to your advantage. Also, the combination of music and art really gives off a pleasant village vibe, even while struggling for dear life not to crash :)

Developer(+1)

Thanks for checking the game out, Maurko!

Glad yo hear that you enjoyed the mood of the game despite the difficulty! A few people have mentioned enjoying the setting and mood so maybe this is something to double down on if we revisit and refine this!

Submitted(+1)

I'm impressed with the look, sound, and polish of the game. The cozy village spread out on several flying islands was charming. My skill were dismal, consistently getting less than half the airplanes to their destinations. I could clearly see the yellow markers (though sometimes it felt like I had to spin my airplane around to orient myself over and over again). However, while I could tell that the wind would change and it had something to do with the UI at the top of the screen, I wasn't sure what the relationship was or how to actively use it to my advantage. For example, one time I could see two different houses with targets and I wasn't sure whether to aim for the near one or the far one because I wasn't sure if I should expect an updraft or what. 

All that to say, the game was fun and well communicated enough for me to have opinions on difficulty. Well done.

Developer

Hi SoulKeeper

Thank you for playing!

We've gotten some other feedback that the iconography might not be enough. In the limited time, we didn't even consider any sort of in game tutorial or explanation. I will try to update the game page in the near future to give a little more context on what those cryptic icons mean, and what the differing wind conditions will do to your controls.

Good catch on there being multiple marked hoses. Looks like this slipped passed us. I think the original intention was to keep the houses that had been missed as valid locations (at least the mail made it to someone, even if it wasn't the person it was meant for!) but we will take this into consideration if we do end up updating the game!

(+2)

Great audio and art but lack of direction (yes im aware of the minimap UI). Since it's already hard to control the paper plane--which I'm sure is the intention, give the player some leeway by granting them a visual cue of where to go besides relying on the minimap. Maybe highlight the object that the player should go to or implement a beacon of sort on top of the destination.  

This is my personal opinion so don't take this the wrong way or anything like that but I feel like the minimap was not necessary in this game because as it is now, the player (me) would have to rely on the minimap, focusing most of my attention on the minimap in order to guide the plane rather than focusing on the world itself.  The symbols next to the timer is not conveyed properly. I suggest a fade-in/fade-out small text on the screen with a one-word description like "Updraft" or something along with the symbol. 

Overall, a cool game. I'm happy that you got it all working. Feel free to argue with me, but know that I'm just giving you criticism and it's not meant to be taken personally. :) 

Developer (1 edit) (+1)

Hey Loon!

Thanks for the feedback. Most of this is very well heard, buts as for an indicator above the destination, there's a big ol' yellow beam. Should we make this more noticeable? Are you looking for something more similar to a Minecraft beacon or the Map Markers in BotW?

Certainly heard on the icons - we might have gotten a little off base with what the icons represent vs what they depict.  I like the idea of having the active wind conditioned labelled with text, maybe in addition to the icons, assuming we create more intuitive icons?

Critiques are certainly welcome, happy to have someone to spitball ideas with. If you have any other suggestions, let 'em fly!