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[Development] Thrusterball, a 2D physics platformer

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Level 25
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Jul 10, 2006
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Hey, thanks for the feedback.

I'm aiming to have the acceleration/regen such that you won't be able to fly, but you will be able to jump reasonably high. There will also be powerups that do things like add fuel or thrust power.

The "problem" of flying I'm trying to rather solve using level design. For example, in level 3 the entire top of the map is a region of clouds that apply a constant torque to the player, making control difficult.

Later (harder) levels have ceilings and airborne hazards, so while "flying" is possible it isn't easy and has its own risks associated with it.

I'll probably add some aerial doodads in early levels to discourage too much flying :)
 
Level 15
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Nov 30, 2007
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I tried the alpha build in the OP. It's a nice little game you got going there. I don't know how serious you are about the release, but I reckon the more outrageous/ridiculous the higher the chance someone will try it? No matter which design you chose, the first build seemed a bit bland?

Also what about having a secondary force that slightly aims the rotation or slow it down when you use that ability?
 
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