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A jam submission

SkydiverView game page

Jump from a plane into an arcadey fall to collect as many points as possible!
Submitted by ImposGames — 2 days, 11 hours before the deadline
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Skydiver's itch.io page

Results

CriteriaRankScore*Raw Score
Creativity#173.1903.190
Fun#192.8572.857
Overall#202.8252.825
Polish#212.4292.429

Ranked from 21 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

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Comments

Jam HostSubmitted

Hi ImposGames!,

Not sure if you checked your email, but you should have received one from itch/our jam. We have some prizes available for the jam participants, so make sure to claim a game key if you’d like one. Make sure to take a look and fill the form soon!

Submitted

It's very hard to get it right, I didn't manage it in the end. It's too unclear for me how well the sound is in the center. Maybe a more extreme attenuation effect will help, I'm not sure.

But nice game! Good work on the sound design. Explanation was clear. Game loop definitely has potential!

I tried out this game, but i kept losing a lot. I was trying to get the reference sound, but i couldn't find it, i was trying to listen for the sound for gaps and using echo, but i kept losing over and over. I think the game could get better if the swishing sound was a bit more clearer and the reference could be more on point, since i couldn't find it. 

Jam HostSubmitted (2 edits)

Nice submission!

I’m glad that I gave this a third try, this time with an Xbox controller. It didn’t click for me at all yesterday with a keyboard, but the analog controls made all the difference—from me dying on every attempt to pretty easily getting to the third level!

There are a few bugs which range from annoying to frustrating. For example, it might just be the web build or a file format issue, but the loop points for the ambient sound during the tutorial produces an ugly clicking sound. But the actual gamebreaking bug here relates to the collision detection: it seems that there is a race condition between moving the player and spawning the next gap (if this was done how I might approach it), so when you score a point, you will also die!

Beyond that, it’s actually quite fun once you get the hang of it.

Jam HostSubmitted (1 edit)

By the way, I appreciate you sharing your game design philosophy on the page. I also follow the light approach! Hear a sound? Maybe take a closer look—it won’t bite!

Submitted

Moving up/down changes the pitch of the sounds more than it's reasonable. It gets to where it all sounds like a video in slow motion.

When I finally managed to go through a gap, I got my point but I also lost a life.

Submitted (2 edits)

Congrats on the submission 👏

I struggled a bit with this game, and couldn't get any points. I super appreciate the tutorial at the beginning, but found it challenging to line up to any specific target. I also felt like I lost all three lives pretty immediately, so maybe some invulnerability frames would make the experience smoother!

Also, I feel like I didn't totally understand the utility of the left-control ping, and it actually caused a bunch of issues (when pressing that with arrow keys, it causes other shortcuts to happen on Mac OS X). Potentially mapping that to a different keyboard key would be worthwhile.

Developer(+1)

Hey, thanks a lot for playing ^^

That's very valuable feedback! Maybe I should introduce the gaps differently. It should start with only horizontal movement and then only vertical movement. That way you have more time to learn what each cue means... Thanks for the input
Key remapping is definitly on my list to learn xD

Jam HostSubmitted

I’ll add a suggestion about letting me hold down my echo button and hear the notes change slightly automatically, instead of having to press it every time? It might make it faster and easier to match. And in such a time-crunching game, that would be helpful.

Jam HostSubmitted

This is a very good idea, and would help ease folks into the full experience, like an invisible tutorial.

Jam HostSubmitted (1 edit)

Well, this was a ride! I love the concept and the creativity of it. It’s like an endless runner except it’s an endless falling from the sky. It’s really cool and the ambience of the swishing/wind sound is great.

I also like the tutorial. It’s not perfect, as I had some questions, but for the most part it allowed me to learn how to play in small incremental steps.

My main questions right now though, after playing about 4 times, are:

  • How many spaces are there to move between? Like, are these 3 lanes? 10 lanes? There must be a limit of lanes I’m moving between.

  • Where am I supposed to be? I thought I was centering the swishing wind noise correctly in front of me, but no matter how much I tried that, I would end up smashing against a mountain while falling and losing my 3 lives.

  • I think it’d also be great to have an altitude meter, because I think capturing items is cool, but it’s a bit random, so I might fall for longer than someone else but still only get one point?

So yeah, these are some thoughts I had.

I’ll share a link to the VOD where I’m streaming games later! Congrats for the great idea!

Edit: VOD here for a few days: https://www.twitch.tv/videos/2713037686

Developer

Hey, thank you so much for playing and for the vod!!!! That is so helpful! 

To your questions:
There are no lanes. You can move continously left/ right and up/ down. Would you prefere lanes?

From you're vod I can tell that you are centering correctly and that you mostly crashed over or under the gap. That's defenetly a big flaw in my game. It should start with only vertical gaps and than introduce horizontal boundaries. A feedback on were you crash relative to the gap should also be added.

I like the idea of an altitude meter and think your point is absolutly valid!

Thank you again!

Submitted(+1)

Hi, when I start the game I get a random sapi voic from the tts voices installed on my windows machine please fix it so that the current selected sapi voice speaks instead.

Developer (1 edit) (+1)

Hey, thank you for reporting this.
I’ll take a look into how voice selection is handled and see whether it’s possible to make unity consistently use the currently selected SAPI voice.

Edit: The Unity accessibility plugin doesn't give me the possibility to get windows currently selected voice but I will keep investigating.

Submitted

Thank you anyway.