Witchflight

An incomplete witchflying thing

This is a rough, incomplete gamejam entry, not a full game. There's no audio nor reconfigurable controls. You need a gamepad to play.

Made over a weekend for Alakajam 16, fly a broomstick around three small islands. Try skimming close to the water to appreciate the shader that took most of the time, thanks.

Voting results

Overall
11th
83%
5.000
Graphics
7th
50%
6.444
Gameplay
12th
92%
4.111
Originality
11th
83%
5.111
Theme
7th
50%
5.889

This game entered in the Solo competition (12 entries).

Comments (8)

pimkeomi
 • 2 months ago • 

Too bad the game is incomplete. It's true that having an objective like finding an object would have been nice, but I still enjoyed just flying 😄 And I like the low-poly aesthetics 👌

Afrodisiac96
 • 2 months ago • 

For what it is i'm impressed! and the shaders for the water is really cool! it's a great starting point for a real game for sure!!

M2tias
 • 2 months ago • 

Nice husk of a game. Hard to come up with good criticism. I tried it on linux and the camera was jumpy/bumpy while flying. Other than that it played very well. The art style is nice too. I like the dithering with the fog. Hope you learned a lot about shaders :D
Nice to see another jammer with a recurring character. Maybe Dashy the Witch and Zarguuf could do a joint entry at some point!

Antti Haavikko
(@anttihaavikko) • 2 months ago • 

Dang, wish there was something to actually do here. Flying around was pretty fun and it controls very well. Just something as simple as collecting some amount of coins or something scattered around the level would have made it thousand percent more interesting.

The water shader indeed did look quite cool. A bit repetitive though when looking from further back. I think simplex/perlin noise would fit well here. And animating it would be nice too. Obviously those noises could be nicely animated by scrolling through the third dimension but even just scrolling the UVs of the noise texture would make it look better.

Camera actually did control very well too but in the ravine section it revealed a bit of a flaw. I didn't have the classic "stay outside of walls" behaviour. That or just making the back faces not render could work too for even easier solution. Made flying through there kinda annoying as you just had to go blind sometimes.

The draw distance limitation felt like an overkill. The world is small and low poly enough to fully render everything. Would have made navigating it more fun if you could see further.

Laguna
 • 2 months ago • 

Great entry. I would be interested what your original idea was. Did you plan to make it a racing game or a game to collect some coins? Did you plan to have NPCs, some quests or a political conflict e.g. between the village and the tower?

The mechanics and visuals feel nice. The controls are direct and intuitive. No camera issues on my side.

oOBloodyOrangeOo
(@xXBloodyOrange) • 2 months ago • 

I played your game on my stream.
https://www.twitch.tv/videos/1593661369?t=1h12m9s
I really liked the graphics and the water shader :D
Also that there are a few little things to find like the little village.
Adding a few rings to fly through and a timer, and the game would be finnished, no?

thomastc
 • 2 months ago • 

I don't have a gamepad, so I just hovered for a bit to admire the water shader :) The wave shapes have a noticeable repeating pattern, but the speculars look quite good. It doesn't look properly transparent, but I'm not sure how to improve that.

The dithering on the fog could be an interesting effect, but I don't know how it looks in motion. Turns out to be pretty difficult to get dithering and motion to look right, judging by Lucas Pope's (dukope's) efforts on Obra Dinn.

Somnium
 • 2 months ago • 

I do not have a gamepad, so I am unfortunately unable to play and rate this game.

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itch.io

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voxel

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