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Your passion has really gotten me excited to play this game!

I am really interested in the flight mechanics that you are describing, and from the sounds of it you have enough experience to develop it.

One question I have is, what is the goal of the game?

  • Is the game purely a bird survival simulator, or is there a destination you are trying to get too?
  • There are a lot of mechanics involved with flight, and you even have detailed out the feather game. Is there achievements or goals that you are going to give the player to motivate them to engage more with these mechanics/minigames?

I've given that some thought as well. I don't think I have the ability to intuition required to have the mechanics be fun enough to just fiddle with in a kerbal space program kind of way where you just kind of want to tinker with what you can do. I think it will need to be sort of a survival imperative. I put in a heart rate, (or breath rate I haven't decided) toggle that adjusts the speed you can flap (and ideally stamina/health drain). I set it so that at idle the drain is zero, but... you can't flap fast enough to actually fly... I like that a lot. So you try and fly but you can't get it unless you engage with the mechanic. I think choosing a swallow or a swift will help with that a lot. You have to be in flight to eat so... As of now I think survival simulator is probably the right scope. If I can get to the stage where there is a tutorial fledging level, a survival/attract a mate level and a raise a baby bird level that is a complete game, but might be beyond the time limit for a solo beginner like myself.  I think maybe food-health-song quality might be the way to go where you need to have built up enough strength to consistently sing a good song to get a mate as a player goal.