I really liked the music, it reminded me of Sonic Adventure 2 haha.
The camera movement felt off for the first couple of times, but once I got used to it, it felt really awesome.
I also didn't take any damage until the very end and then it was sort of hard to tell where I was taking damage from. Over all I really enjoyed it!
Play thrillride
Airshark - Flight Combat!'s itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Fun 🎊 | #2 | 4.111 | 4.111 |
Evocativity 🤗😭 | #3 | 3.667 | 3.667 |
Overall | #3 | 4.044 | 4.044 |
Palette usage 🌈 | #5 | 4.667 | 4.667 |
Mouthfeel / Vibe 😶 | #5 | 4.222 | 4.222 |
Neat Idea 🧠 | #11 | 3.556 | 3.556 |
Ranked from 9 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Comments
Until the second level I was going to accuse you of making a red-snapper game ; p
Fun! I don't recall any bullet hells with controls like this. I really enjoyed the controls on the plane, the camera movement, and the kind of over-steering you had to do to aim. It was fun!
The first two builds were a little disappointing due to the lack of music and general sound effects... but that made the boss fight that much cooler cuz that song was like EXACTLY what I was hoping for. It was pretty badass taking down a huge ship and I'd really love to play a future version of this game :D
Also I love the end credits "scene" it reminded me a lot of the end of each level in star fox 64.
Something important to bring up, the camera tilting with the plane was really disorienting and the game would lag causing it to flip very far and made me a little nauseous :(. I get why it'd be cool to have in the game, but you might want to have a setting to turn it off for people who might get motion sickness.
Edit:
One thing I noticed in the first level was the health text was practically invisible because of the water. Maybe you could have a single pixel of another color to differentiate the ui?
Also I noticed that the reticle doesn't line up with where the bullets go which made it very difficult to take out the objects in the second level and the boss
The Boss level was fun. The music really meshed well with the feel of trying to take on the "big enemy" and the smaller minions. The movement of the camera in the last level felt great. The camera movement in the first two levels felt very wobbly however to the point where the camera was turned almost all the way upside down at some points while flying around.
Great use of the colors and the rendering of objects that are further from the camera. Hope something more comes of this.
Nice and fluid rail shooter. Aiming was a little confusing to me, as I didn't know if I was supposed to aim with the square cursor or the circle so I was shooting all over the place. Camera work and tone was great. Great work!
Cool game! The game feel more than anything is great. It's super smooth and feels very responsive. The whole rock-and-roll tone is also really awesome and I appreciate how it's consistent across the gameplay, UI, and audio.
I imagine you were crunched on time, because a lot of the gameplay seems unfinished. Unless I missed something, it seems like it's impossible to lose on levels one and two. The final boss battle is also not much of a challenge, although it is cool. Semi-unrelated, but the levels are in three separate files which results in a huge total download size of ~750 mb.
Anyway, it's impressive that you managed to make this in not only the jam time but in a new engine! It'd be cool if you continued this and it's a pretty nice foundation for a complete game.
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