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(+1)

Hey~

This game is sweet! I love the concept and the progression system, gives me serious learn to fly vibes. 

One suggestion I have is that I didn't really understand the point of bottles off of the initial descriptions - I thought they might give me some sort of boost but now I understand they act as a sort of shield. I think maybe more text or something could clarify this, but I might just have misunderstood.


I thought the theme was really cool, I was immediately hooked by the title and thought it was really well executed. :)

Thanks for checking it out!

Yeah, all the collector upgrades let you turn an obstacle in the game into a collectible one, two, or three times in a run. That was my core design concept . In most games like this, it's about avoiding/defeating enemies and collecting power-ups, so what if you had the power to turn the enemies into collectibles? The mechanic ended up playing out in such a way that the collectibles ended up acting as pseudo-health, but I really liked the idea of still needing to avoid early enemies so you could save the 'hit' for harder sections. I really want to expand upon that idea in a game with more time.  

Anyway, I was hoping that the player would jump from the text saying "you can catch dragons for their scales" to "collect dragon fire" and understand that everything could be a collectible. Being more explicit for a jam game should have been a priority though!