Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

'Sup, played it.

I think it looks cute! The sprites and the VFX are nice.

Immediatly after starting to play, the sound of the baloon bugged out and it just continued to play, so I ended up muting it.

Regarding the controls, you've probably got used to them and you're pretty good at the game, right? But um, I didn't quite like them personally, it felt a bit sluggish.  A lot of latency on the input too, which doesn't feel very good. The latency also seems to be changing depending on how long you're holding the direction keys. Holding a single key also makes everything bug out.

It's bit weird how the ballon interacts with gravity. Namely, when you start accelerating, whichever vertical speed you had stays constant. This is weird, because it means that if you're one the ground and you accelerate horizontally off a cliff, you won't fall. But if you're dropping from a distance and then accelerate horizontally, you keep falling. So there's like a lack of inertia, I guess it's the word, but only when you're accelerating. Something similar happens horizontally when you accelerate vertically.

Have a video of me playing the game. I didn't beat it because it bugged out at the end, sent me back like 3 screens, and I tilted:

thanks for playing and sorry for the tilting lol!

It's become obvious the controls are not up to snuff, im thinking i'll make the balloon rotate on key taps instead of holding, that might give more control (+ more player gas). any other suggestions are welcome.

do you have any suggestions on the whole gravity part or is it something you can get used to?

(3 edits)

>It's become obvious the controls are not up to snuff, im thinking i'll make the balloon rotate on key taps instead of holding, that might give more control (+ more player gas). any other suggestions are welcome.

Yeah, I actually ended up tapping instead of holding, since I realized you're locking the angle into 8 directions. You could also just free that restriction and allow the player to accelerate in every angle, but I feel like you tried that and didn't like it.

>do you have any suggestions on the whole gravity part or is it something you can get used to?

I mean, just like you did, I could probably get used to it. Regarding alternatives, I'd say adding some dampening to the speed in the Y axis. So, if you're falling, and then you start accelerating to the right, the speed on the Y axis should gradually go to 0. Same deal if you have non-zero speed in the X axis and you start going up, or in any direction really, so that you gradually end up moving wherever you're accelerating towards. That feels more intuitive to me, but at the end of the day it's your call. Good luck man.

good stuff, i started implementing the damping last night actually. Simple tweaks but it feels better already.