Best flying mechanics ever encountered in a game, EVER.
It's so annoying, game devs almost never put themselves in the mind of an aeronautical organism. Hovering? Nah, can't figure that one out. Flap mechanics? Why? Planes don't flap, OBVIOUSLY nothing else flies. Drag? Stall mechanics? MOMENTUM? Where's the fun in that? Oh LIFT? Get a rocket engine! Hmm this is a lot of work, instead of all that let's just NOCLIP. It's infuriating.
Wanna be a dragon, not a VTOL aircraft. This game lets you be a dragon instead of a VTOL aircraft. It is beautiful. Please join a dev team that is working on a simulator game where the protagonist has WINGS. ESPECIALLY IF THE PROTAGONIST IS A DRAGON.
Also, unless wind itself bends to the player's draconic will, found an exploit where flying in a circle slowly generates lift without flapping. But it's also more fun for wind to bend to the player's draconic will. So if the objective is "Fun" then this is not an exploit and is an advanced and unnecessary tech, but if the objective is "realism" which it probably isn't tbh, it's an exploit.
Even though there's no real objective, it's immensely satisfying just to fly around. I ended up doing all sorts of loop-de-loops and ailerons in between flying to the highest point I could and diving down, pulling up at just the last moment for a huge amount of speed.
LOVE the physics on display here, I feel like most flying games I see have you control like a video game airplane without regard to physics, even when you're controlling some kind of flapping winged creature. It's fun to fly around, flap to gain height, do a big dive! It's wonderful. One thing I did run into is, it's really easy when turning to accidentally roll all the way over and find yourself flying upside down, which is pretty disorienting.
I absolutely love this game. I have been thinking about making something similar for quite some time, and this is much better than what I am currently able to do.
I like the wind sound and the adaptive sound track. The music is great, I found myself walking around for while even though it was slower and less interesting just so I could hear the music. One thing I could suggest is that often I would go back and forth between walking and flying, and the transition between the two themes felt almost like an interruption or like the music lost its place. I think it was because the musical theme often did not get to resolve before it switched. I think that if the instrumental balance changed when you switched between flying and walking, but it didn't change musical themes until whatever section was playing finished, it would make the transitions sound smoother. I also think it would be cool if there were distinct night and day themes, it would go well with the difference in lighting to enhance the atmosphere.
The dragon's animation is so fluid and dynamic, it really adds to the immersion and makes the dragon feel alive. The wingtip trails were a little distracting, but the trails in the air were more subtle and helped give a sense of the speed. The coin particle effects in the dragon's lair and the sound for breathing fire were very satisfying. Overall, this is an excellent prototype that well deserves further development.
This game has earned a follow from me, and I hope you keep working on it and add more content in the future.
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SO GOOD! i wish there was more, though, like true FPV, maybe other lands, people to torture;)
or like bring back the FPV from 1.28
Best flying mechanics ever encountered in a game, EVER.
It's so annoying, game devs almost never put themselves in the mind of an aeronautical organism. Hovering? Nah, can't figure that one out. Flap mechanics? Why? Planes don't flap, OBVIOUSLY nothing else flies. Drag? Stall mechanics? MOMENTUM? Where's the fun in that? Oh LIFT? Get a rocket engine! Hmm this is a lot of work, instead of all that let's just NOCLIP. It's infuriating.
Wanna be a dragon, not a VTOL aircraft. This game lets you be a dragon instead of a VTOL aircraft. It is beautiful. Please join a dev team that is working on a simulator game where the protagonist has WINGS. ESPECIALLY IF THE PROTAGONIST IS A DRAGON.
Also, unless wind itself bends to the player's draconic will, found an exploit where flying in a circle slowly generates lift without flapping. But it's also more fun for wind to bend to the player's draconic will. So if the objective is "Fun" then this is not an exploit and is an advanced and unnecessary tech, but if the objective is "realism" which it probably isn't tbh, it's an exploit.
This game... It so awesome! So free to fly!
Lovely dragon
noo my game isnt running :(
I will take you game meachanics fly . thanks
Even though there's no real objective, it's immensely satisfying just to fly around. I ended up doing all sorts of loop-de-loops and ailerons in between flying to the highest point I could and diving down, pulling up at just the last moment for a huge amount of speed.
I really liked the look of the world. The clouds are especially well made. The dragon's ability to dive into a cloud is great.
Flight physics is implemented well. The control of walking on the ground, it seems to me, is unusual and causes difficulties.
The ability to burn anything is very cool:)
LOVE the physics on display here, I feel like most flying games I see have you control like a video game airplane without regard to physics, even when you're controlling some kind of flapping winged creature. It's fun to fly around, flap to gain height, do a big dive! It's wonderful. One thing I did run into is, it's really easy when turning to accidentally roll all the way over and find yourself flying upside down, which is pretty disorienting.
I absolutely love this game. I have been thinking about making something similar for quite some time, and this is much better than what I am currently able to do.
I like the wind sound and the adaptive sound track. The music is great, I found myself walking around for while even though it was slower and less interesting just so I could hear the music. One thing I could suggest is that often I would go back and forth between walking and flying, and the transition between the two themes felt almost like an interruption or like the music lost its place. I think it was because the musical theme often did not get to resolve before it switched. I think that if the instrumental balance changed when you switched between flying and walking, but it didn't change musical themes until whatever section was playing finished, it would make the transitions sound smoother. I also think it would be cool if there were distinct night and day themes, it would go well with the difference in lighting to enhance the atmosphere.
The dragon's animation is so fluid and dynamic, it really adds to the immersion and makes the dragon feel alive. The wingtip trails were a little distracting, but the trails in the air were more subtle and helped give a sense of the speed. The coin particle effects in the dragon's lair and the sound for breathing fire were very satisfying. Overall, this is an excellent prototype that well deserves further development.
This game has earned a follow from me, and I hope you keep working on it and add more content in the future.