Cool game. My only suggestion would be to add a way for the player to unlock the higher levels and/or earn more lives. Kinda sucks to have to start at level one each time the game is played.
I guess it's kind of an artifact of the way the game was developed. It was meant to be something where you just try to maximize your score (so starting in the middle wouldn't really be a good idea), but then we went and added 42 levels to it...
This is the initial submission text, reposted as a comment as it doesn't appear to be showing...
Hi guys,
We've just put up an initial version of our site, Rock Solid Arcade, along with our first flash game, Stunt Pilot. It's in semi-beta right now - the site itself is just one page, I'm working on the dynamic site in django to integrate high scores, comments etc. But the game itself is fully playable and pretty much done (we'll probably add features as time goes on). I'd really appreciate it if you could check it out and let me know what you think!
The text only shows up if you don't submit a link. This really threw me off for a while.
I played the game for five minutes -- I think I'm better than average at playing new games and I found it challenging. You want more of a learning curve. I would recommend making the loops bigger. I hit the sides of them too much. Maybe you can make them smaller again on later stages. Is the game too easy if you add a continue button, or passwords?
Also, do you get bonus points for doing loops? I'm not sure how the chain concept works. Is there a limit on boosts? These things aren't really clear. A tutorial might help, though I know it's better to put the player right in the game. When I initially started, I crashed into the ground twice. You should detect for this on first run and pop up telling the player that up is down and down is up, just like a real stunt plane.
Technically, you guys did a good job, the game seems to work flawlessly. One tiny thing I notice is that when you end the level while still flying vertically, the plane corrects itself pretty harshly. I think it would look better if you slowed that animation down, or maybe made it always finish in an extra loop... or don't take control away from the player and let him crash the plane if he wants.
I made it to level 12, I think, when I mostly stopped using the boost button. The game over screen is unsatisfying, it would be fine if you added a "Best Run" indicator on the main screen. You'll want to do global high scores eventually too.
Yeah, we'll be doing global high scores, and also stuff like challange a friend over Facebook etc. Just have to write the site next, as well as work on the next game! I think I'll put the last high score and best high score on the main menu tomorrow though, that's a good idea for the short term.
I emulated the control scheme I proposed by rotating the keyboard 90 degrees and guess what, I made it through all the levels by losing only one life on level 40. I never made it even close to half this before.
The problem with having up + down instead of left + right is that (like most people?) I alternate pressing up and down with only the middle finger, while I have 1 finger on each key in the left + right scheme.
Considering that it doesn't take away anything for anyone to enable this additional, arguably superior control scheme, I think this is the crucial next feature to implement.
One comment is that it's not obvious that you can go through the rings in any order, so the first level where you might want to do this seems extremely hard at first and is jarring compared to the previous couple of levels which were cakewalks. Maybe a little flashing info at the beginning of that level that tells you that you can go in any order at all.
Also, the first two levels were just way too easy, maybe, and a little boring.
It would be more fun if there were more reason to boost. A time bar at the bottom or top of the screen that starts full and ticks down to zero as an indication of how much bonus you will get when you finish would be a great indicator of where you are for time and I can totally see the user trying to boost at the end or throughout trying to finish the level while the time bar is at a more full state.
Crashing into one of the big hot air balloons is not nearly as satisfying as it should be :)
Just an aesthetic note, but the yellow smoke trail is a bit unappealing. A red color might show up better against the background, and the color does add a hint more excitement.
Or perhaps some simple customization where you choose your smoke color at the start (also functioning as the start button).
Other than that... very fun. Definitely could get popular on facebook with challenges and best scores/times for each level and overall, or just as a fun way to pass time.
and maybe I didn't get far enough, but this type of game definitely needs moving rings. Adds tons of extra challenge and excitement (and if you have some smooth rotation effect for the rings as they move it would look pretty cool too).
I think it could be cool if we could stop the engine temporarily in midair and hover. It would let us make sharper turns when for example you're going up and then need to make a 90 degrees turn.
I'm not sure if the physics make sense but I think the feeling would be great!
The restarting of the engine would have to be perfectly timed with the release of the key though, unlike the boost.
Oh yeah, and the "time left" label in the bonus rounds is truncated.
love it, however adds some credits that the user can restart if they want to from the level they made it too.
I am not sure how you are going to do this but here are a couple of my thoughts. Each user to your sight starts with say 10 credits and can earn more for completing a game, inviting friends, highscores and {INSERT OTHER}
You could also add fruit machines so people could gamble the credits and earn more to play on the games.
The big balloons crashing you vs the small balloons giving you point seems a bit counter-intuitive. The restarting on Level 1 after making it quite far made me stop playing. That's definitely the most glaring issue I saw. Overall excellent work.
very cool. nice and simple, i love the three graphics explaining game play at the bottom. controls seem a but un-intuitive though.. up/down are reversed, and left/right might be a better fit
Multiplayer is definitely possible, but it opens up a few issues that we're not really happy dealing with yet. After a few games, definitely.
The first multiplayer games we do will probably be something far less twitchy, because lag between countries won't be so much of a problem (we simply can't afford to go and rent servers in many different countries, which we'd have to do for a twitch game).
But something like a multiplayer strategy game, we could just use EC2 to spawn instances to handle it. I'm not sure whether we'd make a profit on the traffic at the time that they're actually playing the multiplayer games (it depends how many people per server can be hosted), but I'm willing to be that it would still be worth it all round.
As a pilot, I'd like to see you add airspeed and stalling -- you just can't fly a plane anywhere you point the stick at -- but other than that, looks like a fun little game.
after playing it some more and a bit to much the feature I want is the ability to reverse the controls if I want. so up is up and down is down. Little button at the bottom of the screen is needed or maybe an option at the start.
Edit: Wanted to add that I like it. Good job. It could be more addictive though: eg: I never ever want to restart from level 1.