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DoktorMetal

6
Posts
A member registered Mar 03, 2022 · View creator page →

Creator of

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Steering through the levels feels very smooth! Selecting the ammo feels natural and intuitive. Love the idea of the shield absorbing ammo that gives you ammo back. Cool that you also built very distinct different types of enemies to deal with. I noticed a scratched feature seems to have made it into the final build? At least it was not explained in the tutorial, but when you press R, the player turns yellow for 1-2 seconds and a sound is played. What's that about?

Overall nice game though!

The visuals and music of the game are great. Sadly the gameplay is very basic, and other than movement there is not really much the player can do. I wish there was a bit more to actually do, than collect random spawns in the world. The light is a very nice touch, and I was expecting it to maybe even become relevant mechanically at some point. Like some rooms going dark, and you can only see what's inside if you use the light.

It's a nice idea for a physics/agility based puzzle. However the janky/slow controls keep it from being a satisfying experience. I think this game would work very well on a mobile device with a gyro sensor if the inputs are matched right.

Nice concept! The visual and music are a great match. The basic game idea is good, but I think there's room for improvement. Especially level 3 shows that a lack of "player agency" develops. Once the multiple moving platforms come up in the levels, the only real strategy a player can have is stand at the furthest point of progress, and just "spray and pray" that you hit anything you haven't hit before. Maybe it would have been nice to have some sort of "ping" that could reveal all objects for a fraction of a second, or in very subtle shapes, on a high cooldown, to allow a player to actively seek the exit instead of aimlessly shooting the air until something sticks. Different types of ammo also could have been nice here, like a line drawer with very limited ammo, or a big blast in short range or something.

Overall a great concept though, with nice potential.

Code to Team 4 "Ball Destroyer" (might still be private until the project owner gets around to set it to public)

https://gitlab.com/vukbo/cloud-flight-jam

(1 edit)

sticky line was one of the original planned features. We also envisioned a "speed up splat" where you could place a colored splat zone that would boost your ball. More features that didn't make it are magnetic (attracting and repelling) obstacles, areas that color the ball to allow passage through certain areas, slow down zones, and "no paint zones" where it's not allowed to draw anything. Wanted to use that mostly around the goal, and maybe to prevent avoiding intended challenges. Unfortunately these features didn't make it in time.