Wing (Unity Demo)
A downloadable game for Windows, macOS, and Linux
Note: This version of Wing was developed in Unity. Following Unity's pricing changes, I decided to switch to developing in MonoGame. For future updates, please see the MonoGame version page (https://internal-utopia.itch.io/wing-ascendant).
Download the latest version (for Mac, Windows, or Linux) at the bottom of the page! And if you'd like to discuss the game, join the Internal Utopia Discord server (https://discord.gg/S6gEcdCjEy).
Summary
In "Wing", you play as a fledgeling who fell from the nest, learning to fly as you climb back up to the sky.
Wing explores unlimited flight in a 2D environment, providing a new twist on classic platforming. While gameplay is inspired by real flight mechanics, it condenses and simplifies these mechanics to make in-game flight accessible to players of all skill levels.
This is a prototype, and I'd love feedback. Please leave your thoughts on the gameplay (and your final speed run time) in the comments!
Controls
The controls are taught (and can be reconfigured) in-game; they are also included here if you need:
Gameplay:
Move: Arrow Keys (Keyboard) or L-Stick/D-Pad (Gamepad)
Jump: Space (Keyboard) or East Button (Gamepad)
Glide: D (Keyboard) or R-Bumper (Gamepad)
Dive: Down + Glide inputs
Pause: ESC (Keyboard) or Start (Gamepad)
Menus (Note: these cannot be reconfigured):
Move: Arrow Keys (Keyboard) or L-Stick/D-Pad (Gamepad)
Confirm/Next: Space/Enter (Keyboard) or South Button/East Button (Gamepad)
Download
Development log
- Update 0.2.2 is live!Jan 11, 2023
- Update (0.1.1)Jun 20, 2022
- Controller Support Fix (hopefully)May 08, 2022
- Thank you and updates (Discord!)May 05, 2022
Comments
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this game's so cool, can't wait for more wing
Just played through this, 5/5 sticks! Tons of fun! I do wonder if the gaining of infinite height should be removed for the final game, but I really enjoyed this a lot. Excited to be able to pay you for this!
super cool, can't wait for the full release
This is really good. Great start to what feels like a very fun game. I love the way the glide mechanic works. My only big critique is that the infinite flaps make the game incredibly easy in the demo. Not that you can't make challenging levels, but that the type of challenging levels you can make is quite reduced due to infinite airtime. Luckily, having to fit through smaller spaces with a correctly spaced/timed glide helps to undo this problem, but I hope to see the flapping mechanic get a change in the full release.
If you do release this game, you'll have a purchase from me! :)
Oh yeah, 6 minutes and I think 30-40 seconds was my run-time
Amazing!
Very polished, the art is amazing, music also very good, controls are at first hard to get used to but are very easy to master, GREAT GAME!
So good! Love the art and animation. The player controller feels really good, although I'm not quite sure how the flapping jumps work. I would definitely buy this as a full game.
Tried on Linux via Wine, almost working but something happened on the start screen. Would like to try it ! Looks very good.
This game is everything I want out of a platformer.
Really fun overall!
I love this so much. I will play this no matter what genre you decide to make, but if it's a metroidvania it could be one of my all-time favorite games
Great game ! I had a fun time zooming through every screens, and the game really makes you want to speedrun it.
Some minor criticisms, even if I agree with what most people already said here, but the vertical flight feels indeed a bit clunky. However, if you want to make the flight realistic, I think it's not that much of a problem, jsut maybe go for less vertical levels when designing the screens. Also, I can't help but to see some huge similarities with some Celeste sprites everywhere. I suppose that it was a good starting point for you to design some screens, but I hope that in the future the artistic direction will be stronger.
I'll look forward for some content and improvments, keep up the good work, you are going the right way !
The game feels really intuitive and good to play, went from a 6:39 on first playthrough to 2:50 on my second one, once you learn how to move trying to go fast is very rewarding.
Constructive criticism section:
vertical screen transitions felt a bit weird for me, when you transition, especially at the peak of a flap, you end up falling back to previus screen unless you are really quick to move in the right direction. When you know the level this isn't really a problem, but when you are blind and you don't know where to move after the trasnition this could be annoying, expecially on harder screens if falling back have a chance to kill you.
Really fun game, a few small criticisms. felt weird that you can only find out about diving from the itch page, even if it is kinda useless, maybe make a one way platform to land on between screens, as you can get caught going up and down pretty easily. Other than that fun game with fluid movement and a cool secret hidden at the start after you;ve beaten the game. <3
I think this is my new favourite itch game. I would definitely pay money for a finished version if the early demo is already so good. Please keep updating it.
It's always a good day when another 2D platformer with good mechanics, tight responses, and interesting and multi-pathed screens pops up in my recommended itch page!
Wing just hit all the right spots for me; it's very responsive with inputs (somehow a lot of platformers fail on this front), has the standard mechanics mixed with something special (more on that in a second), and for a demo, this has just enough content to whet my appetite in hopes for a full release. The mechanics are all completely simple: you can jump, perform a "double jump" like flap that can be used as many times as you want while having a cooldown, a glide feature that gives you speed in a horizontal fashion while also letting you fall slower, and a dive that, well, lets you dive directly down. It seems like the developer has experience in playing these types of platformers because of the fact that almost every screen has multiple paths to be able to complete them; some paths might require you to perform multiple jumps, while others will have you take advantage of the momentum you build up from gliding to cross obstacles. The controls on both pc and controller are really easy to use as well, and I can't stress enough how responsive the inputs are
I did play through this a few times (first time was recorded and learning the mechanics while the other times were testing out all the cool pathways and semi-pixel perfect skips available), and I can say that the only gripe I have with this game is the fact that diving doesn't really seem to have a clear purpose; from a speed-running view, it'd be a good tool to have to gain as much extra speed as possible, but for normal players, it's very hard to control and there wasn't a single instance in the game where you were required to use it at all.
All in all, this game needs to get the proper coverage and support. Again, for a demo, this developer knows what they're doing, and I highly recommend playing this demo so you can really experience it first hand!
My playthrough:
Thank you so much for your in-depth feedback! I watched your video and it was super fun to see you pick up on all the things I tried to put in here. Rest assured that I am working on expanding this into a full game, where hopefully I can make the dive a bit more useful and fun to use alongside the other mechanics!
This game was the first platformer I think I've ever played and it's amazing, polished and fast with great level design, i really hope to see a large expansion of the game. Also the controls on PC (d and space bar) are a bit awkward, could these be changed? and i think the amount of possible flaps in mid air be limited, maybe like a stamina circle, where each flap drains part of the circle. Please make an expansion because this game is awesome
Thanks for the feedback! Part of my vision for this game is giving players the feeling of real flight, which makes balancing the flap tricky. I am also looking at rebindable controls!
This is a very best game, and very hard
this is a great little game! the jump feels particularly nice. that said, some ability to bind your own controls would be wonderful. i use an 8bitdo M30, and using the shoulder buttons for glide and dive feels fine, but i’d like for B (rather than A) to be the jump button
my initial playthrough had the following stats:
Thanks for playing -- it's fun to see player's stats! And I appreciate the feedback. I'm looking into rebinding controls!
This game is genuinely one of the best games I have played. It's incredibly polished, well detailed, and fun. The simple yet innovative mechanics make for some of the most fun gameplay I've had in ages. if you decide to make this a full game,(i.e more levels, features, etc), Then i would definitely pre order and buy it.It's even motivated me to continue working on my own game, which I've been putting off recently. The only problem i have with this is that on keyboard, the game is extremely difficult, which is fun, but on gamepad, it's really easy. Maybe because I had completed most of the levels before, idk.Also, the gameplay and art style is very similar to Celeste, another game about climbing a mountain. Anyway, thanks for making such an enjoyable game!
I'm very glad to hear you enjoyed it! I am working on making this into a full game; I'll keep your feedback in mind during development!
I'd like a system like hollow knight, where you would unlock abilities like glide along the way. Also if the timer started once you started moving rather than when you start.
Note: I know other games do this but hollow knight was the first that came to mind.
I don't think unlockables would fit the theme of this game in particular.
Overall the prototype was really fun!
one thing i think worth looking into is the flapping. Since you start falling as soon as you finish the flap, you need to release and press it again very quickly, which feels very clunky and unnatural.
Another thing that worth mentioning is that the current version of the vertical sections feels unsatisfying and slow, while this game shine brightest on the fast pace screens.
Here are some ideas for what can be done to fix it:
Focus almost entirely on horizontal screens.
Add some sort of diagonal/curved glide that will let the player finish high rooms more fluidly and quickly.
Another option is momentum based glide that will carry you up relative to how long you dived before it (like in the platformer "the king bird")
Another hiccup that can be fixed easily is vertical screen transitions, i found myself going back and forward before finally settling on the top one. Something to catch you on the other side (like a floor) or getting a up boost on screen transitions (so you have more time to flap on the new screen) should do the job.
Another thing i had to mention is that this game has very large speed potential, so you might want to consider an in game level timer super meat boy/the king bird style.
I hope this feedback will help you and good luck with further development! I'l be waiting for the full release 😃 (also i love the character art)
Thank you for the in-depth feedback! Funnily enough, I had just been talking with my friend about a lot of these things just before you commented (including specifically the movement in The King's Bird). Definitely helpful and I'll keep this in mind during development!
Instantly reminds me of celeste (thats a great thing ^^) and overall i enjoyed it. My only critique is that the flapping feels too heavy, its really unsatisfying to do and i feel like it would work better if you had more airtime and also more time between jump recharges since i can just flap to pass most of these screens
The horizontal sections are fantastic, the way you have to quickly switch between gliding and flapping feels great. the more vertical sections are a little repetitive just flapping over and over. I like the way you can't just spam press flap and you have to actually time it well, but maybe something like an extra large flap if you time it just right could spice up the vertical parts. overall though, fantastic job!
Thanks for the feedback! Definitely looking at ways to improve the vertical flapping.
That's pretty impressive! You used a lot of clever techniques that I didn't consider to lower your flap count there. Glad you enjoyed it!
Fantastic! 🐦❤️
good idea, good pixel art, music a little bit repetitive cool game play and I play awful and stand here playing for 50 minutes
cool game
It's fun to see your play through -- thanks for playing!
wow that was really cool
ah here we go again
yup
yup
I finished the game and it's promising! but I don't really like the physics of the character, it seems very heavy when you jump, and the fall speed is too fast, but it can be improved, I'm looking forward to see more!
Thanks for the feedback! I'm trying to strike the right balance between tight controls and being floaty because, well, bird. So I'll keep this in mind!
This was such a fun game. Great work!
Thank you! Kudos for sticking it through to the end -- that was really fun to see!
it looks like celeste
good
Great game! the only issue with the mechanics is that when you enter a room by going up you have to start flapping within the first moment you get in the room or else you go right down to the previous room.
Yeah, up/down transitions are kinda rough. I've been looking at ways to fix this for the full demo!
why do i like this so much
I love how this game already has a dedicated speedrunning community and hs active chat about it on the rainboy discord
It's been exciting for me to see! I just updated my own Discord server to include a section for Wing -- feel free to continue the discussion there too (https://discord.gg/S6gEcdCjEy)!
My best time. Great game!
Crazy time! Is there some tech I’m missing for my runs? I don’t get how you managed this with so little glides, along with such a short max glide time. (with 3 deaths to spare!)
An OOB glitch. Enter the secret room at the start and exit immediately after. It results in you being pushed into the ground. You can get pretty far with that and then die and then continue as normal.
Thanks so much!
Of course! GG on the 1:17. Also just an FYI, in the room you die in, you can die to the spikes at the bottom of the room to respawn quicker.
yeah I noticed that watching it back, I’m messing around to see if maybe its possible to exit OOB at the final room instead of tall room
I was wondering when people would find this -- happened a lot quicker than I expected! I'm impressed!
Lots of fun already :)
Hey! I really liked this demo. I love the concept and the movement feels fantastic. I was wondering if there was a Discord for this game, or if you were planning on making one, as I would love to discuss speedrunning with a community revolving around the game and give more feedback. Some things I think would be really important however are: remappable controls; retry room button; restart game button. Thanks for making this!
Oh yeah, and my first time is 2:17
Thank you, and congrats on your time! This is some great feedback, and I'm planning to implement all those things into the full game. And I just updated my old Discord server to include a section for Wing; feel free to discuss speed running and feedback there (https://discord.gg/S6gEcdCjEy).