StarAway by frogcheese

The galaxy is in danger! Fingal Shark of the StarAway team is on his way to stop the evil Doctor Llama - er, that is if he can get off the ground first.
Make your way to the end of the level in this 3D auto runner. Your height from the ground is governed by your remaining energy - and it's constantly being drained! Hit boost pads for extra speed and energy. Speeding up or slowing down will consume more energy than your default speed. You can use this to make an intentional drops onto nearby boost pads that you would otherwise pass over.
The relation to the theme should be fairly obvious. The name itself is an truly horrible pun about the galaxy being so close yet so far away.

How To Play
- Move left and right with A and D or with arrow keys.
- Speed up with W/Z/Arrow up, slow down with S/X/Arrow down. You will drop faster when doing this. You can also use the left and right mouse buttons.
- Make it to the end!
- The game will get faster and consume your energy quicker as you progress.
Attributions:
- Uses the font Star Fox/Starwing by David.
Notes
- Post-compo build with music and some other minor goodies is also on the way.
Updates
- v1.0.1 - Added WebGL build and icons for the desktop builds. Removed unused input keys and renamed existing ones to make rebinding easier for players.
- v1.0.2 - Added W/S and arrow up/arrow down as alternatives for regulating speed. Also, learned basic arithmetic. 3 days != 78 hours.
Ratings
| Overall | 497th | 3.25⭐ | 22🧑⚖️ |
| Fun | 503th | 3⭐ | 22🧑⚖️ |
| Innovation | 718th | 2.5⭐ | 22🧑⚖️ |
| Theme | 316th | 3.65⭐ | 22🧑⚖️ |
| Graphics | 373th | 3.65⭐ | 22🧑⚖️ |
| Audio | 481th | 2.7⭐ | 22🧑⚖️ |
| Humor | 77th | 3.7⭐ | 22🧑⚖️ |
| Mood | 399th | 3.263⭐ | 21🧑⚖️ |
| Given | 20🗳️ | 13🗨️ |
The gameplay itself was interesting to adjust to. I wouldn't say it came naturally, but eventually I did get a rough hang of it. I never felt I had complete control of the ship (which I guess is consistent with the premise). While it's interesting as a proof-of-concept, I don't know how I would feel about that over the course of more levels.
I have a few questions about the control, actually:
1. I was a bit confused as to whether I was supposed to hold X/Z to change speed, or whether it was a single tap of the key to permanently change the speed?
2. (Really just out of curiosity) Is there a reason you used X/Z instead of W/S for speed? As far as I could tell, W and S didn't do anything. Did I miss something?
Overall I think the game was fun, I'm interested to know if you'll take it farther. Thank you for sharing it! :-)
As for your questions:
1. You're supposed to hold it. The exhaust sound and particles should communicate which speed you're going at, but right now there's a bit of a communication error there given that the exhausts go nuts for a while after you hit a booster.
2. Using W/S was simply a bit uncomfortable for me. I like having separate "accelerator" and "brake" keys for these types of games.
I'll polish this a bit more, but probably won't develop further. If so I'd rather do my own full on-rails shooter instead. Thanks again for the feedback!
Also it'd have been nice if the cubes you dodge used textures that were in a similar style to shark man.
Love it.
Controls worked really nice here! I think that the energy drained quite fast here, and some more control over the ship's altitude would be nice too.
Overal, really nice entry here! :D
Here are a few improvements I would make:
- It would be nice if the camera was higher up looking down more, that why the towers couldn't get in the way of your view etc.
- It would also be nice if when you moved left the camera moved left with you, so that you could see where you are going better.
- It would also be cool to have a difficulty scale factor, where increasing the difficulty just made everything go happen faster, so you would need faster reflexes etc.
Otherwise a pretty cool game :).
EDIT: By the way I really like the explode animation :).
The game could have been a bit more challenging especially with the obstacles. The controls worked well for me so I could use some more obstacles to avoid :)
I liked the sample used for the voice over.
There should be a scoring or percentace system to get a better feeling when you arrive at the goal.
If expanding on this, I would make the later levels faster-paced, to ramp up the difficulty and make it more exhilarating.
The game reminds me of SkyRoads by Blue Moon, which had similar graphics and power mechanics. See http://www.bluemoon.ee/history/skyroads/index.html
I found the intro a bit long, but good job anyway!