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giodestone

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A member registered Apr 18, 2021 · View creator page →

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I'm really happy that you like the concept! Thank you for playing and leaving your thoughts & feedback :)

I'll try to improve the manual at some point.

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I'm so glad you liked the manual! A fair bit of work (and luck) went into it :) Thank you for playing & rating the game but also taking the time to leave your thoughts!

I will take this into account for any future updates!

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Thank you so much for playing this game, and taking the time to leave your thoughts on it!

The hubs are just made into large platforms that you can plonk the blimp down so you don't fall into the void if you mistime the landing (I was planning to add a grappling hook, but time). I am aware of the player audio bug, I just didn't get around to fixing it.

The landscape is definitely something that we were planning to go into more detail for (think game-jam quality programmer art rendition of Mirror's Edge but with a dense cloud layer covering anything but the top layers of the skyscrapers) [edit: it did look better in HDRP than URP]. And yeah, a speed gauge would help this problem, though I believe you'd have to calculate indicated air speed (IAS) at where you're pointing, which would involve calculating the drift - which was again due to a lack of time.

The player sliding problem was something that would probably had required a rewrite of the player character (or some sort of way of ensuring it remains in the same place in the blimp during motion), which is why it wasn't fixed. I do agree that its frustrating and I wish I had more time to fix it. With the ESC issue - I should've probably done more key bind testing on itch, as I haven't targeted itch before.

There is a visual wind representation (the little ribbons flying in the air), I will tweak the spawn rate if I have the time!

Thank you so much for playing the game, and taking to time to leave your thoughts & feedback about it!

The HDG->TGT (heading to target) indicator should tell you what your heading (HDG) should be. I should really add another page to the manual! (And yes, the blimp HUD was supposed to be made of dials but we ran out of time) I will keep in mind the font choice for the future - it is a bit hard to see in builds now that you mention it.

The blimp controls were supposed to be a bit difficult as you are contending with pretty difficult winds  of up to 36km/h (if I got my calculations correct) - by contrast hot air balloons only contend with maybe 10km/h; though we haven't managed to find this information for thermal airships - aka hot air balloons with engines or what is simulated in the game. This is why you need to constantly need to correct for the course. I can see how from a game play perspective this isn't ideal and will keep this in mind for future updates.

The Discord invite link provided says its expired. Could you generate a new one?