Very good.
Henke
Creator of
Recent community posts
Alright, I played the first level. Some general feedback:
-couldn't configure an XBox gamepad in the Controller Setup screen. Button inputs seemingly did nothing.
-love the sprite work, but character animation feels underbaked, especially things like mantling (which I'm guessing is just a placeholder at the moment).
-I was expecing movement to be more "loose". It kinda feels halfway between a Flashback-ish game where you move tile by tile and a normal platformer. Took some getting used to, but after a while it was fine.
-surprisingly complex systems! Stamina, the whole "unlocking new skills" thing, the axe throwing. I like it tho.
Overall first impression: not bad!
Played this all week and only just finished it. It was great!
Hey torfi, how about expending on it a bit and making it a commercial release?
Suggestions for stuff that could go in a commercial version:
-music
-leaderboards
-level editor?
-new gameplay elements like crumbling holds, or moving holds. Gravity-flip holds? Windzones! Ropes!
Anyway, loved the game! A Firm Handshake was great too. Curious to see what you make next. :)
Here's a workaround for running (most) Unity games in windowed mode:
1. Navigate to the directory using a command line interface (cmd)
2. "Forklift Simulator.exe" -screen-fullscreen 0 -screen-height 1080 -screen-width 1920
Or you can make a .bat file so you don't have to go through that whole procedure every time.
Yeah I don't like jumpscares either, but thankfully there don't seem to be many in this collection. I've played a few and so far Heliwald Loophole seems to be the most jumpscarey one. Janitor Bleeds also has some sudden noises, but they're a bit milder.
Seemingly jumpscare-free:
Agony of a Dying MMO, That Which Gave Chase, Echostasis, Lorn's Lure, The Lunar Effect, Chasing Static, Pathogen-X, Risu, Mummy Sandbox, The Chameleon, Fiend's Isle, Ghastly Goodies
Hi! Thanks for taking the time to check out The Last Hover Cabby in Sector G, let me tell you a little bit about the history, and potential future, of this game.
History
In spring 2020 I released my first commercial game, Stilt Fella. Afterwards I didn't wanna dive right into making another big game so I spent the summer making a few prototypes, this game was one of them. It soon became apparent that doing this idea of an open-world hovertaxi game properly would be a lot of work, so I shelved the project. Fall 2020 to Spring 2021 I ended up working on several big Stilt Fella updates, but after they were all done I had the urge to return to this project. Decided to brush it up and release it as a small, free, itch.io title. I spent 2 intense weeks turning this prototype into an actual game. This means: adding menus, options, save system, music, overhauling graphics, tweaking some features, updating the engine and fixing every bug I could find. Oh, and I thought of a title: The Last Hover Cabby in Sector G. A title which not only sounds cool, but also conveniently explains why there's no AI traffic in the game!
Future
I'm working on another big game right now, but at some point I wanna return to this, and these are my vague plans for it:
-Full city, with sectors A-G.
-Progress-system where you unlock new driving jobs: taxi, trucking, tow truck, etc.
-Nicer graphics.
-AI traffic.
Part of why I released this as a free game on itch is because I wanted to gauge interest in it. What do you think? Is this something I should keep working on and try to make a bigger game out of?
This was good! Very impressive visuals and worldbuilding. Some of the gameplay systems are a bit rough around the edges still but it certainly delivered the Thief-feeling.
Suggestions/feedback:
-after quickloading the default movement speed is always running, which isn't great when you're trying to stealth. I'd suggest making the default speed be one of the slower ones.
-I ran around the appartment forever trying to find my way out before realizing I had to grab the bag. Some hint that this is what you need to do would be nice.
-the game never explains that you can choke guards does it? I dont think I would've realized it unless I'd read it elsewhere. How about adding this to the tutorial?