April 20th-23rd 2012 :: 10 Year Anniversary! :: Theme: Tiny World

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A Flying Shame

by spiral - 48 Hour Compo Entry

Take control of a humble fly. Navigate through the dangers of his world. Last as long as you can!

- Control the fly with Up for up and Down for ... down (>_>)
- Avoid The various mean killy things.
- Beat your best score.

The game was created mainly with Unity3D and RageSpline.

Also, here's a time lapse:

I've been playing with it a bit after the release...

Downloads and Links




LukeRissacher says ...
Apr 23, 2012 @ 8:46am

Was a little hard to tell background from foreground at first - and collision boxes are a bit big. But I liked the artwork. And the 303 riff.

keely says ...
Apr 24, 2012 @ 4:43am

What the other guy said. The background/foreground was hard to distinguish.

The game worked ok but it wasn't anything that I'd get hooked on. Not much epicness in the innovation department or theme-wise either.

The graphics do look ok and the sounds/music work well.

netmute says ...
Apr 25, 2012 @ 7:28pm

Graphics are very good, you even made a little app icon :)
Gameplay was quite ok.

NiallM says ...
Apr 27, 2012 @ 10:30am

Agree that the foreground elements need to stand out more from the background, but the graphics are pretty good otherwise (maybe a bit too much in the way of simple gradients).

The bug zappers felt a bit unfair; I couldn't tell when they were going to drop, and if I was better off staying at the top of the screen, or heading down to the bottom. Giving the player a little control of the fly's x-axis position would have made this less of an issue.

spiral says ...
Apr 27, 2012 @ 2:55pm

Yeah there is a bug with the collision volume of the zapper... bit big!

X movement does help it a bit. I was playing with some stuff and added a few extra things. Check it out after you've played the compo version!

AirRider3 says ...
Apr 27, 2012 @ 5:54pm

The compo version is better than the post-mortem one!

It's more difficult, because of the lamps dropping, therefore, is funnier. Oh, and nice music.

It should become harder over time, to get the player interested in the game.

spiral says ...
Apr 28, 2012 @ 1:45am

hehe, fair enough. There are a lot of random things happening so I figured it's just a matter of time til u die...
I'll try adding a speed scaling over time see how it goes :D

seagaia says ...
Apr 28, 2012 @ 2:33am

Cute, hard to tell what I run in to or not.

Evil Cult says ...
Apr 29, 2012 @ 2:12am

[Comments and ratings from this account come from various team members]
Wasn't initially clear that the fridges stopped you, just thought they were part of the background. Also couldn't really tell when the bugzappers were going to stay or drop. Sound also could use a bit of work. Still, congratulations on getting a complete game out there in the time you had.

jason.bakker says ...
Apr 29, 2012 @ 2:34am

Enjoyed this game - the updated version is definitely better though ;) Good stuff!

liger13 says ...
Apr 29, 2012 @ 2:54am

Neat idea. The hitboxes seem oversized, though, and it's kind of bizarre that the tables seem to slide towards you.

ahm99 says ...
Apr 29, 2012 @ 3:50am

It has good graphics and pretty good sounds too. Good job.

PS: that's a big house :D

R3ason says ...
Apr 29, 2012 @ 4:24am

Pretty fun, pretty fun! Sound/music was fun, though having a big, satisfying *ZAP* when hitting the lamps would have been awesome. Liked the particle effects behind the fly...Thanks!

spiral says ...
Apr 29, 2012 @ 6:03am

Hey that house is made to scale dude!

vitou3d says ...
Apr 29, 2012 @ 6:37am

Nice graphic and sounds. But It's kinda hard to tell what is background and what is object. It's so confusing.

spiral says ...
Apr 29, 2012 @ 8:55am

yeah +1 to getting play testing done before finishing the game! background/foreground distinction would have been the first thing mentioned.

spiral says ...
Apr 30, 2012 @ 4:24pm

Made an update to be post-comp version...
It's my new hobby to tweak this game when im bored

graytest says ...
Apr 30, 2012 @ 5:12pm

Hard to tell background from foreground in the beginning. A bit weird that the foreground moved forward with you.

Rybar says ...
May 1, 2012 @ 2:30am

I love endless runner/flyers, this is lacking in few areas: Like the others have said, too difficult to distinguish foreground from background, specifically that the fridge is an obstacle. In a game with frequent death, there should be some rewarding feedback, i.e. seeing some electrical arcs/sparks when hitting the bug zapper, seeing some kind of splat animation when hitting the fridge, having the venus fly trap actually close its mouth on you etc. I realize time was short, but some variation even in sound effects when you die would have been nice. I believe someone mentioned the collision boxes being too big already; I died several times when not actually visually touching the plant.

schizofunky says ...
May 1, 2012 @ 10:39am

Very cool! I could play this for hours :) I died a few times when there seemed to be no navigatable way to get between a lamp and a plant that made a solid wall between them, not sure if that was a bug or if i was missing the correct path tbh tho!

spiral says ...
May 1, 2012 @ 11:47am

Ive updated the post-comp version with some more rewarding effects :D

Alexandre says ...
May 1, 2012 @ 12:37pm

Simple, but nice game.

Pavel Dlouhy says ...
May 1, 2012 @ 2:21pm

20697 m !-) I like it. I would play longer but very soon there is always place where is not possible to go through! ;) So, I at least played again and again. Well done! I saw also timelapse video. Interesting.

Dax says ...
May 1, 2012 @ 11:01pm

That's a lot of fridges for one kitchen... and I was locked I couldn't continue because the path was locked between the grass and the luster

spiral says ...
May 2, 2012 @ 5:07am

grass? luster? ok.

spooks says ...
May 2, 2012 @ 10:59pm

Loved the art work, I didn't find it too hard to figure out what to run into, but once there were more items on the screen might have helped a bit. But still good work!

azurenimbus says ...
May 3, 2012 @ 2:37am

Nice non-shooting shmup!

caranha says ...
May 3, 2012 @ 12:31pm

Not bad! The high score gives something for us to aim to, and the game re-starts quite quickly, which is something that cannot be said of most entries.

I feel that the hit boxes could be a bit smaller, or somehow more evident - specially in the case of lamps, many times I died without being quite sure what had killed me.

also, some animation for the fly would be much appreciated!

KevinWorkman says ...
May 4, 2012 @ 11:30pm

The idea is there, but the placement of the objects seems too random to be fair. There were a few situations where my only choices were to die by bug zapper or die by venus fly trap. But if you work on the balance and add some more variety, this could turn into a fun little game. Good job!

spiral says ...
May 5, 2012 @ 12:04am

Thanks Kevin. It's a bit randomized but there's always a way through. :D
zapper+trap = go under the table

asfdfdfd says ...
May 7, 2012 @ 6:08pm

Cool graphics.

KevinWorkman says ...
May 13, 2012 @ 4:34am

Under the table? Ack! Why didn't I think of that!!!

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