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Learn to fly's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Presentation | #165 | 4.019 | 4.019 |
| Creativity | #167 | 3.832 | 3.832 |
| Overall | #278 | 3.561 | 3.561 |
| Fun | #529 | 2.832 | 2.832 |
Ranked from 107 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Preferred Name
BruGameDev
Newbie?
Newbie
Yes - I'm new to game jams!
How does your game fit the theme?
The game puts the player in a place, where he has to experiment to get progress to master flight - equally how a (new) game dev needs to start/begin with a project to eventually create a full game.
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Comments
Great art and concept, but the gameplay and transitions are a little slow. Good work nonetheless!
Thank you for the feedback!
Love to hear you enjoyed the aesthetics.
Thanks for your time playing our game.
Feedback time!
I found it difficult to spot coins before it was too late to grab them, I think it'd be easier if the camera looked ahead in the Y position.
Now this bit is pure personal preference: I don't like in-your-face pep talk (in the game over screen). I prefer more subtle story-telling that gives one focused message rather than a bunch of inspirational quotes being thrown at me. This is only a subjective opinion! But I feel frustrated by a slow pep talk screen that tells me how to feel instead of letting me restart and figure things out at my own pace, especially when I, personally, don't find the quotes to be motivating or inspiring. Adding to this frustration is the slow egg hatching animation that plays on every single death, followed by the slow walking pace, and then delay to actually control the character once they start falling. This is a game about restarting to learn from one's mistakes, and yet failing feels very punishing because of the slow wait every time, and grabbing coins doesn't feel rewarding. I only noticed on my second time winning that there was a set amount of coins to collect, perhaps the same UI that appears on the end screen could simply be a GUI during gameplay so collectors can know what to expect of the level instead of having to replay it to get all the coins?
The egg hatching animation is really well made too, so it's only a shame I feel frustrated seeing it by the slow respawn time. I think it could play in its entirety on the first try but either be shorter, faster, or skippable on the next attempts. I was left spamming buttons and not really knowing if that was doing anything to speed up the respawn because there was no feedback.
If the intent was to send a message about how to better approach failure, and about not giving up, this was unfortunately not achieved for me. Again though, what didn't work for me might for other players so if you want to look into this you should ask for more opinions!
Though I admit that this game has a very interesting meta narrative, since the intended message of the game matches your experience making it!
Back to Game Design: I find it odd to have the first coin be impossible to avoid. Firstly because if you always start with one coin you might as well start counting from one, so that first coin doesn't feel special, but also because coins are an already established video game mechanic that doesn't really need to be shown off or explained. If a player sees a coin, they know it's either a collectible, life, or money, and if the coin is huge and there are no other items, shops, or lives, they assume it to be a collectible. Also, players want to follow coins, so when the first coin showed me the way down, I assumed the goal of the game was to go down or land without dying– whereas the goal is to fly up! Now that last part might just be on me, but I didn't assume "learn to fly" to mean "learn to fly *up*"– it may very well be a skill issue on my part, but even then you should always design with stupid people in mind^^'
The art is pretty good! I especially like the main title. Though I find the blue of the sky (when the bird is hatching) to be a bit too bright and harsh on the eyes, I think it could be a bit less saturated. I've also got a little tech-art pet peeve; you got the parallax wrong, the farther away from the camera, the slower the layers are supposed to move (specifically talking about the darker trees). If you play the game while staring at the background, it feels a bit dizzying because the perspective doesn't match the eye's expectations. Also, be careful about your values on the itch.io thumbnail, the white of the title screen blends with the white of the clouds a bit, making it harder to read.
This game gets fun once you've played it a few times and understood how it works and where the goals are, so in that aspect it's not very beginner friendly. In my opinion, a game is most fun when the learning curve is smooth, and the player doesn't realise they're being taught anything when they're being explained the mechanics– tutorials through level design or game design rather than walls of text or input prompts, but this is very difficult to pull off, and requires a lot of game design practice and knowledge about other games, biases players might have, common visual language, etc... It doesn't come naturally, so I can't fault you for that! Although one very effective way to get better at it which I'll always recommend is external playtesting– asking someone who doesn't know anything about your game to playtest while recording or screensharing, and only giving them hints if they get stuck, so you can see in real time what's intuitive and what's not, as well as what players assume about your game and how they think.
By the way I won the game by spamming up– that doesn't feel intended, so if it's a glitch here you go!
Thank you for taking your time to provide us with your experience. There is a lot of very valuable insight that we will make sure to apply in the future. It helps a lot to hear sincere words. Once again thank you for testing!
Cute little game! The flying feels natural, smooth and fun. Also, birbs are cool
Thanks Bitey, glad to hear you enjoyed the experience.
But ... how did you guess our working title "Birb" ?
Thanks for playing our submission and commenting!
this game is so cool! your take on the theme is implemented nicely and i still cant believe that you two create all the asset in just 10 days! awesome!
Happy to hear that you enjoyed the flight!
Some hours of a good nights sleep were sacrificed to earn the pixel-gods favor, but glad that the sacrifice was not in vain.
Thank you for the feedback!
i feel u man TvT happy for y'all to have created something so cool in such a short time! keep it up!!
More than anything else, I applaud the idea! Knowledge based games are very interesting, but also I think can be very hit or miss. This game's core idea is very good, but the execution unfortunately doesn't support that. The fact that each time you fail you have to wait roughly 10 seconds just watching the baby bird crawl off the platform makes retrying really boring. Originally, I didn't like the fact that there was no indication of whether you were doing something right or not, or how to fly, but I understand that that's the point, and so if the reset mechanic was more supportive of a game where you die repeatedly, i think I'd be more behind it. (1)
The art is pretty good! The canopy and bird are well made and the animations are clean. The sound design is good, and everything is well communicated through the art. Very impressive that it was all made yourselves! I do find it funny that you change from a grey large winged, fat bird, into a small blue thin winged bird. I think the art also still has a little room to grow as some of the grass and bird sprites were a little flat and didn't fit the design of the rest of the background. (4)
Game idea is very creative and fits the jam's theme very well! A truly novel game. The only thing I think is a little derivative is that the method of flight seems to be the same as the method in Super Mario World, which means it's probably one of the first things a player will try if they grew up playing that game. (4)
Hey LuaMakesGames, thank you for your detailed feedback, love to hear it!
Nice catch with the Super Mario World - it was actually the inspiration for the glide phase, before you flap.
Since both of us made parts of the arts assets and due to the timing constraint, some animations and art sprites received a little less polish than we would have liked. But nevertheless love to hear that you enjoyed it and also that there's still room to improve.
Concerning you're main critque - we agree, the slow crawl speed is to punishing/toxic after the first try. I wish we still had more time to add that for consecutive attempts.
But i'd like to personally thank you again for playing our game and hope you had a good time with it!
Beautiful environment, and i love the parallax effect. Really enjoyed it!
Thank you for your time andrewdai!
Im proud to hear, that you enjoyed the art assets and the overall experience.
Only took me 4 tries to master flight... I'm what they call a prodigy... ANYWAYS, what an amazing first game! I enjoyed going back and trying to collect all the coins. I also love how it represents the theme. My only real complaint is that the hatching and crawling to the edge takes a little too long on subsequent retries. The first time is fine but maybe speed it up a little after a few fails?
Slowly making you crawl faster with each hatch could also fit with the symbology of the rest of the game, where in life when you start a new project/hobby, you have the experiences of the past to inform the present and getting started comes a little easier than the very first time you tried to pick up something new.
Congratulation, Master of Flight! I think only 4 tries is a record so far!
Thanks for the feedback - we definitely wanted to add a speedup for the crawl phase on second try, sadly it did not made the cut time-wise. But good to know that we were on the right track.
Thank you for playing our game, Prodigy ;).
The menu animation with the feather cursor is Cinema , the transition when going through the leaves , that part is beautiful. The whole coming out of the egg animation is cute and detailed. From an artstyle , its very nice
Hey HinaoHana, thank you very much for the positive feedback. Makes me proud, that all the hours spent into the assets were worth it and you could enjoy the experience.
Appreciate your time playing our submission!
The controls are frustrating, but the art is amazing and the music is good.
Thank you for the feedback! Yea since learning the controls was the "main game" it was really difficult to balance just right. Next Time we will probably invest even more time into balancing.
Still would like to thank you for playing!
I enjoyed the opening "scene", built a good amount of anticipation...to then plummet to the ground haha, but it rewards persistence which I liked.
Thank you for playing our submission.
Glad that you kept trying and enjoyed the experience.
I know it is by design... but it took me more than what I like to admit to get the hang of the controls XD
the audio design was a blast, great shell braking sounds and I really enjoyed the whistle on flight.
Thank you for taking your time playing our submission!
Pleased to hear you enjoyed the audio.
And dont worry it does not matter how many time one falls, but how often one gets up after falling.
loved the art and it fit well, struggled with the controls at first and would recommend a custom font
Thanks you Thedoom19 for playing and for the feedback!
Great to hear you enjoyed the aesthetics.
Great game ! The arts are beautifull and the music fit nicely !
Glad you enjoyed the flight experience.
Thank you for your feedback and your time playing our game.
Fit the theme really well, good job!
Great to hear your thoughts on that - at first we really struggled with the theme, but in the process of developing the prototype we also had the feeling, it suited the theme very well.
Thank you for trying our submission, hope you had fun playing it.
Cool game — it fits the theme perfectly.
Thank you for playing our submission!
Glad that you had a pleasant experience flying with us.
Cute game! Took me 10+ attempts to understand the controls (I feel like that's a bit on me lol), but once you get it, flying with the bird feels really good. Also really loved the main menu animation. GG!
Hey Nekkabi - great to hear you liked the aesthetics, we really put lots of effort into making our assets. Great thing you kept trying and ultimatly found your way to soar the sky.
We'd like to thank you for your time playing !
Nice take on the theme. Well implemented, especially for a first jam entry. Just a tip; invert the parallax, it's the far objects that should move the slowest.
We appreciate the feedback - it was our first time implementing parallax (and using godot overall) but we'll use that advice on future projects.
Thank you for your time playing our submission.
lovely artwork on this
The controls feel abit jarring but overall this was a fun experience!
Great to hear you like the art and that you had fun.
Thank you for being one of our playtesters :)
It was really satisfying to finally learn to fly! Great artwork as well good job on the game
Thank you for your feedback!
Makes me happy to hear, that you enjoyed your experience and that all the hard work for the art asset payed off.
Thank you very much for playing our Game.
the art/animation is so pretty, i almost gave up bc i thought i just couldn't understand the controls but after one more try i learned to fly and wow, great game. 7 tries :)
Hey Justine, glad you enjoyed our style!
Love to hear that you kept trying and love it even more that you did succeed!
Thank you for taking your time and playing the game.