Ruff Tuff Skies by fiaKaiera

Pal wakes up to a disaster! With no crew left after the storm, it's up to Pal to survive and make it to land.
I believe this is the first project I've done that we nearly ran out of time to make a working game. We're actually on good pace throughout the whole time, but there were challenges in the way that took us longer than expected. However, we're going to continue it afterwards and make it the best as it can be! - fiaKaiera
Surprisingly, this is the first time I sort of stalled working on a game jam. Normally we'd blast this down with no sweat, but in return, we learned some new things definitely and got comfier with what I'm working with. I'm quite excited to return to this but hey, at least we finished with all mechanics there! - Wishdream
:beginner: CONTROLS:
Movement - Keyboard
- WASD / Arrow Keys: Move around
- Down: Buy from shop
- Left Click / C / Kp1: Use Weapon
- Right Click / X / Kp2: Use Hammer
- Shift: Dash
- Ctrl / Mid Click / Kp3: Dodge
- Space / Z: Jump
- Tap twice to use an aerial maneuver!
Movement - Controller
- Left Thumbstick / D-Pad: Move around
- X: Use Weapon
- Y: Use Hammer
- B/RB: Dash
- LB: Dodge
- A: Jump
- Tap twice to use an aerial maneuver!
:beginner: MECHANICS:
The Goal: Keep you and your ship running! We want to make it to land! There will be stop points! Keep going and arm yourself for the journey!
:bookmark: CREDITS:
- @fiaKaiera -- Team Leader, Art & Co-Programmer
- @Wishdream -- Main Programmer & Sound
- YouFulca -- Background Music (opting out of audio because of this!)
:speech_balloon: QUESTIONS:
- If you have any questions, feel free to ask from my twitter: @fiaKaiera
- You can also contact me or comment if there's bugs found here. I'll fix it as fast as possible.
:bug: Bugs we're aware:
We're currently taking a short break. We will be fixing them soon. * The healing item is missing. * Stage * Weighted platforms are moving on their own * Getting stuck in stage geometry when a block recovers * You can get stuck between a weighted platform and a hard place * However, you can easily get away but hitting the weighted platform with the hammer * Attacks * Bullets are hitting stairs * All attack hitboxes are too small * Hammer * Hammers are too weak and requires too many taps to fix * Items * The icon for "Faster Flight" changes to a sword once bought * Main Menu * The lack of an options menu, background sound might be too loud * All buttons after quitting does not work * Transition has the wrong Z index
:ballotboxwith_check: Changelog:
※ All changes during the compo will only be either bug fixes or accessibility patches of some sort to make it more accessible to everyone. No new feature will be added for this game for the rest of the compo.
OCT 4 @ 7pm PST
- We made it! It's not perfect, but we made it!
OCT 5 @ 7am PST
- Balance Changes going towards the player to prevent early frustrations
- A healing item is added back, and will now be always available (it was accidentally removed because iterators...)
- All weapons: Attack radius are modified
- All hammers:
- Hitboxes adjusted 1 block ahead of Pal
- Build amount 3 -> 4 (3 hits to max, 5 hits to recover)
- Golden hammer build amount 4 -> 5 (2 hits to max, 3 hits to recover)
- Dash, Dagger and Base Hammer is removed from the rotation (basically what you start with)
- MAX DAMAGE and MAX HAMMER is temporarily removed due to a bug screwing you over despite having "Hammer" and/or Spike Hammer
- All items price range: 40 to 250 -> 50 to 150
- Accessibility Changes
- Items: Items do stack! We forgot to have the counter on them
- Item Pedestals: Changed to have a panel behind them for visibility
- Transitions: Faster and color changed from contrast
- HUD: Flight time is now shown
- Stage: Shows the use of the hammer, hopefully it signals the rest of the controls
- BGM: Reduced by 3dB
- Window: You can now resize the window
- Bug Fixes
- Pal: Dashing now stops you from falling as intended
- Item - "Hammer": Actually now builds
- Item - Revolver / Shuriken: Now passes through level geometry
- Item - Double Time: Now shows its icon instead of the sword
- Item - Double Time: Now increases flight time as intended
- Item - +20% Damage: Now properly adjusts damage
- Item - +20% Hammer: No longer crashes the game
- Weighted Platforms: Works correctly, lowering when an something is on it
- Ladders: Works correctly, disabling climbing when destroyed
- Main Menu: Now works after exiting the game
- Main Menu: Exit button no longer shows on HTML5
- Main Menu: Buttons are resized correctly
- Introduction cutscene: now works properly than cutting off
- Transitions: No longer hides behind objects
OCT 5 @ 9am PST
- Balance Changes
- All items price range: 50 to 150 -> 45 to 150
- Stage decay timer: 1 second to 1.25 seconds
- Bug Fixes
- Transitions: Now plays on their respective screens
- Stage: Flow time is now affected by travel speed
- Pal: Air dash actually plays the aerial sound than being completely silent
OCT 6 @ 4am PST
- Balance Changes
- All items are limited to 7 stacks now
- Bug Fixes
- Items: Prevent items affecting more than it should
- Items: Some items actually do something more than the first stack now
- Stage: Stage timer CANNOT go under negative multiplier
OCT 9 @ 12pm PST
- Accessibility Changes
- Controls: Changed to accommodate a ZXC + arrow control scheme
- Controls: Changed to accommodate keypad 1/2/3 as an alternative for the mouse
- Bug Fixes
* Stage: Kill plane should now be bigger and prevent any (for some rare occasion) endless stage fallout
:speech_balloon: Feedback is always appreciated! We would love to know how far you got down!
Ratings
| Overall | 182th | 3.98⭐ | 27🧑⚖️ |
| Fun | 166th | 3.962⭐ | 28🧑⚖️ |
| Innovation | 220th | 3.82⭐ | 27🧑⚖️ |
| Theme | 214th | 4.115⭐ | 28🧑⚖️ |
| Graphics | 138th | 4.385⭐ | 28🧑⚖️ |
| Humor | 685th | 3.021⭐ | 26🧑⚖️ |
| Mood | 334th | 3.8⭐ | 27🧑⚖️ |
| Given | 17🗳️ | 22🗨️ |
i think the game said i could press "Y" to repair the ship, but it didn't work for me. i'm not sure if it's actually supposed to work or not, but i really would have appreciated button-only controls, instead of having to use the mouse.
my main feedback is that it would be cool if repairing the ship was a bit more interesting than just spamming right click everywhere. like, maybe it consumes some kind of resource, or has a cool down, or something. i found myself completely giving up on the platforms above, and just walking back and forth trying to hammer as fast as possible, and occasionally slashing enemies.
overall, i think this is really well done though!
@sakura-magika: The [Y] button is actually controls for the controller. We're considering adding button controls in a later patch! It was originally mouse + WASD because of a bunch of specific item and we didn't really implementing those.
We originally planned to actually have the scrap/bolts you gained to be used on repairing the ship... but that actually made the game a LOT harder. We actually figured out that people are not going to use the upper areas, so we actually placed flying enemy spawns there so you're actually missing out on a lot of bolts! (and we actually had 1 hour to place the stage together..)
@flomino Glad you really enjoyed it! I'm really sorry about your fingers. We really didn't test in long sessions and we just found out about it recently. We're working on alternate controls if we have the time and patch it out!
Super cute, loved the look and the take on the theme. Appreciated all the different enemy types, too. Just a slightly different control scheme and spawn behavior would polish this up nicely. Great work, you two!
The art, the gameplay, the theme, everything just works so well. Please keep going with this game I beg.
@pynl: Sadly yeah, the stage isn't friendly to that, however though there is a caveat on keeping the stage small and that is you're missing out on the currency since the currency can fall and the upper areas having flying units you really can't take advantage of. Either way, thank you! I guess that's the charm of having one dedicated to art and presentation at first, while the other works on the details.
@sli + @coderaurus: The shop was set up well with the system early on, however we ran out of time and have to hurry and implement it because the code of it appearing was missing. Thus, we didn't really have the time to actually halt the progression of the stage timer. We definitely wanted it to pause/slow down and give you some breathing room from the frantic atmosphere, but not make you spend too much time on it. (Since, the ship continues to degrade...)
@coderaurus: The one you're playing IS the jam version. (unless you want to go with that on release deadline version) We're just making small tweaks and fixes to make it friendlier to those who play and based on the feedback of others, still playing by the rules. Post-jam would actually make it a very different feeling game because we'd be able to actually add what we intended, but we ran out of time.
@zimny11: I agree with the ship degrading too fast. However, we do intend for you to panic at first on rebuilding the ship and not letting your guard down at the same time. However, we did place upgrades that make that easier for you and with our current code set, adding 1 more point to building will actually make it too easy. If we're making a post-jam version, we're definitely taking this into account.
Also we didn't have enough time to implement *hold* spam attacking/building to compensate. Sadly that is a new function and we can't add that!
@caeonosphere: Thank you for the feedback! We did change the controls around a bit to accommodate alternative controls such as arrow+ZXC and WASD+Numpad123. I am one for accessibility so I would love to do that for future players! Sadly on testing, even on other control schemes our fingers will still hurt...
@luhuchiha: Thank you! Sadly it is the reason we opted out of audio as the music comes from another source. (If you're interested, it's from [YouFulca](https://wingless-seraph.net)!)