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Thank you--that's much better! :)

Now that I've been able to try it out, I see that it is a very clever and rather original game. There are two uncommon elements here: the use of fuel as a dual energy and health meter, and the flying mechanic (as opposed to walking and jumping, which is more common for a Metroidvania). Together, they form a very interesting synergy.

In the balance, I still think the game is somewhat too hard. Fuel is plentiful, and you can even score more through combos, which is awesome. However, I think the excessive difficulty stems from the maximum amount of fuel you are allowed to carry. Were this increased by 50% (three bars instead of two), the player would have a bit more breathing room. Of course, some players relish a really hard challenge, but that's usually not the optimal route in a game jam (where you want players to experience your content without spending too much time retrying the same challenges).

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hey thanks a bunch for that! definetly needed to get that issue taken care of

yeah i wouldve liked there to be more lead up to this level of difficulty.  i remember thinking about increasing the bar like you said just as a quick fix before submitting to the jam.(or just providing another heart) didnt do that probably out concern for unintentionally breaking the level design right at the end of development

anyway i kinda wanted it balanced like that so that maybe there could be risk vs reward mechanics that the energy metre could play off of later  (example: doing more damage but risk losing a heart)

thanks again