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(+1)

The art and sfx are really well done! Music is nice too. The game mechanic is neat, but to be honest I think I felt more frustration from the boomerang than anything. 

Even at full camera size since I cant see the whole map I need to explore, but due to having to restart the level when I run out of lives I feel like im being discouraged to explore. Maybe consider adding the option to decouple view from boomerang so the player can look around the map without having to fly there?

Is disabling the liver system let me have infinite lives or just "one live"? Cause when I disabled it it ment that when I hit something the first time I already get sent back to beginning. It would also I think be nice to have some sort of visible lives counter. Maybe you have some visual trick for it like the slowdown bar being around the boomerang, but I didn't catch it then.

Once I figured out im moving the "rotation centre point" instead of the boomerang itself, the gameplay got a bit easier, but (at least for me) the boomerang spinning around was a source of constant unease as I worried it will move into a wall I didnt notice once the centre is stationary. Its fine when moving since your guidelines do a really god job there! Though I did feel like I spend more time just waiting for it to get in position to throw than anything.

Didnt run into any glitches,

Maybe add a tutorial text saying you can "throw" the boomerang once its been thrown. Going into the game knowing nothing I though maybe I need to wait for it to return and id move around as the thrower guy.

Sorry, game is just not for me I think. If others are liking please just ignore my opinion.

Thanks for the demo, and good luck with the game!

Thank you for trying out the demo! We understand that a very core issue with the game currently is helping players understand the gameplay mechanic, that being the center of the boomerang's movement, and how that relates to traversing and clearing stages while keeping the rotation in mind and working around that as the challenge.

When it comes to the camera, most of the levels are designed around exploring and figuring out how to  progress through the stages, so seeing the whole stage ruins that experience in our eyes. That being said there are definitely some areas in the game where it can be confusing where exactly to go, but we feel that does incentivize playing through levels again to get better times since they'll know the proper path to take.

The lives system in the settings menu disables lives as a gameplay mechanic, mainly for "purists" but also to let people play through the game to get the levels' treasures, which requires going through the stage without losing a single life. In the future we will definitely make that more clear to the player, or possibly change that system in general.

Handling the boomerang's spinning and rotation is definitely the trickiest part of the game, a gameplay tip we'd like to teach players intuitively is that if you keep on moving the boomerang you have less of a chance to hit a wall when stationary, because if you let the boomerang sit still for too long, you're basically expanding its hitbox to the entire rotation. We definitely understand that it's a very weird mechanic to get used to.

And yeah, we have noticed through playtesting and people playing the demo most people don't realize the game revolves around moving the boomerang and not the guy himself, but we found for most people they understand that within 15 seconds of the game, but I will agree it's not very clear.

Once again I'd like to thank you for sharing your thoughts on the game! Airstralian definitely isn't for everyone, but that being said it means a lot that you tried out the demo and gave us some good observations and feedback. Thank you for the wishes and we hope we can make the game as great as it can be!

-T