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TIGSource ForumsCommunityDevLogsFasterer - you can't jump, but you can fly (Demo available)
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Author Topic: Fasterer - you can't jump, but you can fly (Demo available)  (Read 2739 times)
Madamin_Z
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« on: August 06, 2017, 10:58:48 PM »



In this game you can't jump, but you can fly. When you're faced with a wall you fly in the opposite direction. You must pass each level in 8 seconds.

Gameplay video:





Screenshots:





Other links:

Facebook: http://bit.ly/2vFR9v4

Devlog at Gamejolt: http://bit.ly/2wyOMHB

Devlog at Itch io: http://bit.ly/2fmDjHI

Twitter: http://bit.ly/2xqTo2E

Youtube: http://bit.ly/2wyWRMu

Download demo version: Click!

I have send my game on GDWC 2017!
« Last Edit: August 22, 2017, 07:09:32 PM by Madamin_Z » Logged

PsycheMac
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« Reply #1 on: August 07, 2017, 12:21:51 AM »

Looks cool. Are you mostly using left and right directional keys to change direction in mid air?
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Twitter: @PsycheMac
Madamin_Z
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« Reply #2 on: August 07, 2017, 07:05:30 AM »

Looks cool. Are you mostly using left and right directional keys to change direction in mid air?

Thank you for your reply. And yes you use directional keys to change direction.
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Madamin_Z
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« Reply #3 on: August 07, 2017, 07:21:32 PM »

Added a circle. It turns you in the opposite direction.



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RizeoftheSummonds
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« Reply #4 on: August 07, 2017, 08:00:36 PM »

Looks cool. Are you mostly using left and right directional keys to change direction in mid air?
Coming from a wise one, if you are really serious and trying to make revenue from your game, then I hope these are placeholder art, and that you'll have more improved artwork, down the road. Don't be discourage, just helping you out
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Madamin_Z
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« Reply #5 on: August 08, 2017, 06:48:44 PM »

I added the gun.

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Madamin_Z
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« Reply #6 on: August 09, 2017, 07:33:51 PM »

I redrew all the sprites

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Madamin_Z
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« Reply #7 on: August 10, 2017, 01:55:16 AM »

I made a new gameplay video.



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Razz
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« Reply #8 on: August 10, 2017, 02:43:50 AM »

looks simple and clean, I like it!  Hand Thumbs Up Right
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Madamin_Z
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« Reply #9 on: August 11, 2017, 01:05:54 AM »

Added a teleporter.



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Madamin_Z
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« Reply #10 on: August 11, 2017, 03:06:38 AM »

Which one is better?

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foofter
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« Reply #11 on: August 11, 2017, 10:32:18 AM »

For simple spikes? I think 1. Your game has a simple, clean aesthetic right now, which I really like, so the others feel out of place. Maybe they'd work if you changed other stuff, too...?
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@_monstergarden (game) and @williamzwood (me)
See Monster Garden progress here: https://forums.tigsource.com/index.php?topic=56012.0
Madamin_Z
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« Reply #12 on: August 12, 2017, 01:08:48 AM »

My screenshot saturday Grin

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Tuba
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« Reply #13 on: August 12, 2017, 04:27:04 AM »

Love the name
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Madamin_Z
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« Reply #14 on: August 13, 2017, 01:14:39 AM »

I changed somethings in my game so I made a new gameplay video



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Madamin_Z
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« Reply #15 on: August 13, 2017, 03:32:56 AM »

Added a switch wall



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Madamin_Z
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« Reply #16 on: August 14, 2017, 02:26:29 AM »

Changed switch wall

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SaNoBen
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« Reply #17 on: August 14, 2017, 11:12:49 AM »

Are you considering mobile release? It just seems like a shoe-in for that platform. The idea of every level taking a max of 8 seconds sounds perfect for the kind of game you'd pull up on your phone while waiting at a bus stop or something and just knock out a few levels.
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Madamin_Z
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« Reply #18 on: August 14, 2017, 04:55:18 PM »

Are you considering mobile release? It just seems like a shoe-in for that platform. The idea of every level taking a max of 8 seconds sounds perfect for the kind of game you'd pull up on your phone while waiting at a bus stop or something and just knock out a few levels.

It's for PC, but I'll port it to mobile devices.
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Think Inside The Box
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« Reply #19 on: August 15, 2017, 12:57:24 AM »

I always enjoy good games with simple mechanics, they doesn't require a lot of thinking and you mostly have to relay on your skills.

The on thing you can improve is graphics. Even the small details could make a difference that would make the game look more appealing (maybe adding some kind of patterns?).

The most important aspect of these type of games however, in my opinion, is level design. Try adding more different obstacles and little twists, and try to squeeze out theme as much as possible (think of a different way they can act). Don't make a hundred repetitive levels, think of a way to make them fresh and engaging. I know the game is at the early development stage so you might have already considered all of that.

Good luck.

P.S. The best example is VVVVVV, a game with a simple graphics and basic mechanics, yet level design is where the game shines, making it one of the best indie platformer.
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