Eye Fly by Koolruz
Eye Fly is an execution-heavy platformer where you can temporarily fly, but you're just delaying the inevitable fall
You can press R to reset the current level at any time



A note: This sign in level 3 is meant to communicate that you can press X to drop out of your flight, but looking at it with fresh eyes, I'm slightly worried that it doesn't read as clearly as the other control prompts, so I wanted to call it out here, too. Better safe than sorry :)
Also, while WASD support technically slipped in (I meant to remove it but forgot!), I highly recommend using the arrow keys to move, because the rest of the controls would be extremely uncomfortable with WASD
| Link | https://ild-games-llc.itch.io/eye-fly |
| Original URL | https://ldjam.com/events/ludum-dare/50/eye-fly |
Ratings
| Overall | 167th | 3.971⭐ | 36🧑⚖️ |
| Fun | 72th | 4.103⭐ | 36🧑⚖️ |
| Innovation | 291th | 3.697⭐ | 35🧑⚖️ |
| Theme | 1120th | 3.219⭐ | 34🧑⚖️ |
| Graphics | 476th | 3.912⭐ | 36🧑⚖️ |
| Audio | 618th | 3.294⭐ | 36🧑⚖️ |
| Humor | 569th | 3.121⭐ | 35🧑⚖️ |
| Mood | 454th | 3.703⭐ | 34🧑⚖️ |
| Given | 26🗳️ | 42🗨️ |
@kyle-welfare In hindsight, I wish that I had put that level further back in the game, even though it acts as a tutorial. I wanted to make sure the player knew how to transform back out of their flying form before getting deep into more challenging platforming, but the irony is that the next 3-5 levels were focused on the flight controls, and I think that level would have made a lot more sense after the player got their feet wet with those first
@matt-rice Thanks! I'm glad you got past the wall that is level 3, and got to enjoy the rest of the game :)
Only criticisms: Some background music would be really nice and could add a lot to the mood, the connection to the theme is a pretty big reach, and there's no real difficulty curve; the difficulty just varies heavily from level to level.
Would love to see a bigger version of this made without the restrictions of a game jam.
Not sure if it is a glitch, but on the edge of the spikes you can actually stand on about 1 pixel of the edge.
That smaller hitbox is what makes it possible to just barely stand on the edge of the spike without dying, but I'm happy with that concession, since landing on that one pixel is much harder than any platforming challenge in the game :)
got me really focused trying to pass this part:

Did you manage to get past that part? And did the sign properly communicate that the X button turns you back from flying form to falling form? Looking at it with fresh eyes this morning, I'm worried that the sign doesn't read as a controls prompt, and instead seems like advice
Some polish you could add that might make this game even better:
- Death counter
- Speedrun timer
- No death reward(Golden heart at the end?) Maybe it already exists I didn't check :D
I actually read the comments before playing the game and found out that you made the spike hitbox smaller than the tile it's on, that's something Celeste does too and I used it to my advantage on the last level to stand on the platform right before the spikes that come down to make that part easier ;)
which was easy to do since you just have to align with the wall and tap right once when you're above the spikes while flying.


Please make this into a full game so I can 100% it.
Edit: Also if you don't mind, I'd really love to look at your source code to see how you implement the flying.
Overall great job, everything feels pretty polished and well executed.
The mechanic was a lot of fun too.
I wish there was some music but I really liked the SFX!
Sorry for leaving those in, I can absolutely see how Z would be difficult to hit if you were using WASD! 😬
I saw AlexTheHuman playing this and had to try myself, and I am definitely worse that he was.
I'm totally happy to share implementation details, but I'm afraid they're going to be pretty disappointing, because Eye Fly's movement isn't actually built on top of Unity physics! It's all running on a custom "arcade physics" system that I wrote for games which don't want realistic physics simulations (eg, platformers), and the guts of the arcade physics system really aren't fit for public consumption in their current form 😅 I'd like to eventually put it out into the world, because I think other folks might appreciate it, but there's just enough work involved in the cleanup that I haven't made time to do it yet
highlight: https://www.twitch.tv/videos/1451440143?t=01h49m28s