7.3 (12 votes)
    GM 8
    April 30, 2014
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Glass Wing
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This game got 3rd place in the 64 digits spring contest of 2014! Thanks to all of you!
A nice little 3D puzzle platformer that takes after a lot of my fond memories with great N64 games!

Play as Mayfly, a young girl literally snatched away from her normal life by Ferace, a humungous demon. Mayfly is weak and powerless, knowing nothing of combat, so instead she must use her wit and agility to get as far away as possible from Ferace and the mindless monsters that he warns her about.

In her adventure she encounters many tools, all of which prove to make for bad weapons in her hands, think about what the tools are good for in real life and it will all come together.

BIG SPECIAL THANKS to DR.Wolf001 for providing an amazing atmospheric voice!

PV here:

2.0 update video here:

Target platforms:

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holy jesus that intro was amazing. overall, i enjoyed the game a lot - even though a(presumably?) game-breaking bug prevented me from progressing in the end.

but first, a few of the minor problems out of the way:

movement is sometimes really janky(i'm sure you're aware of this, it's not game-breaking or anything but it kind of annoyed me when trying to jump on the boxes after getting out of water)

gamepad controls are really weird(the start button on my logitech controller was jump iirc, haha) also - they seemed to be non-configurable from what i could tell.

combat seemed a bit weak - also, related: the enemies near the first weapon you get, seem to be invincible?

and this last one, i assume is like a massive bug or something - i keep smacking enemies outside of the level where you get your first weapon, i assume one of them has the key to the locked door in the room beforehand? so if that's the case, it's pretty much impossible for me to progress. i was really enjoying the game before this happened :(

on to the positives:

the game is visually impressive for a Game Maker 8 game

areas are pretty carefully designed, just all around pretty great level design(just one area i was able to walk through from what i've seen, the entrance where you get your first weapon)

keyboard + mouse controls are pretty decently done

the cutcenes(or at least CUTSCENE) that i've seen was done amazingly, add in the fact that there's voice work - and pretty well done voice work at that.

overall, job well done - just fix that damn bug, lol. hopefully there's a simple solution - but it is a comp game after-all, this type of stuff can happen, especially with a game like this. but it really needs fixing at some point

8/10 for now
Posted by JID May 01, 2014 3:59 - 2.9 years ago
| [#01]

Game pad controls are weird for you? On a logitech? I designed the pad controls for a logitech... and that's not what they are like at all... I have no idea what happend to you there, but it's supposed to be the same map of Zelda OoT.

Combat is weak, but there is a reason for that: Mayfly is weak and cannot fight. Think about it, you are playing as the damsel in distress that just got lucky enough to slip through the clutches of the villain. That said, there are NO weapons in this game, there are only tools. and are good for exactly what they are meant to do in real life. Think about what IRL scythes are for (they make bad weapons).

BTW, am I even allowed to fix that bug? I mean now that the contest is over and all... Like I said though, the game is designed that you never need to kill an enemy so no it is not a "game breaking bug".

Glad you liked the cutscene, that cutscene alone had 3 whole days dedicated to it, that's like 1/10nth of the time for the entire contest.
Posted by fromsoysauce May 01, 2014 9:44 - 2.9 years ago
| [#02]

Acid let me patch up that glitch, download it now and it's good. You can just replace the "data" folder with your old one so that you can load your old save data.
Posted by fromsoysauce May 01, 2014 10:08 - 2.9 years ago
| [#03]

Im having a lot of issues running this even on the lowest setting on a laptop with an Integrated Graphics 4000, Quad core i5, and 8GB of RAM. The laptop is only about a year old too. Ill try to get another computer, but do you have any suggestions?
I really want to try it out too!
Posted by iamscissors May 01, 2014 22:22 - 2.9 years ago
| [#04]

This game looks amazing. I can't wait to play it. Too bad my internet is acting up. I'd download it tonight. :(
Posted by Powerful Kyurem May 01, 2014 22:54 - 2.9 years ago
| [#05]

Great job on this; looks like an early GameCube/PS2 platformer, and your sound work is great.
I did have a few 'problems'. One was that the camera controls are really unusual. Playing on a 360 controller, the mappings seemed alright (A was the interaction button, B was jump, Y was drop, L/R swung the camera left and right), but controlling the camera was really annoying. After nearly every jump I have to manually swing the camera around and tilt it; and improvement I'd suggest would be to allow the player to turn using the right analogue stick as well. That would make things a bit smoother.

Also, swimming feels a bit... jerky. Mayfly sinks like a stone when in the water, and exiting the water is quite hard in places.

Your 'no combat' take is an interesting one, but it feels a bit forced upon the player.

Overall, an enjoyable game, and a great technical feat for a month's work! I give this 7/10.
Posted by Mega May 02, 2014 7:39 - 2.9 years ago
| [#06]

@iamscissors, I don't really know, I've been getting pretty mixed comments about that. But so far, most people tell me the game runs far on their old computers.

@ Mega, "Mayfly sinks like a stone" you are on to something there.

If the player persists at it they can kill the enemies, but it's a big struggle and just not worth it. I really wanted to keep this whole motif of having Mayfly appear weak and powerless.
Posted by fromsoysauce May 02, 2014 13:14 - 2.9 years ago
| [#07]

I played it for about half an hour the other day, and here are my first impressions:

- The game is designed as professionally as a commercial N64 game in some places, and falls far short in others. There is a high level of inconsistency that tears attention away from the game and toward the flaws. The level models and textures come to mind.
- The running animation is very awkward, especially from behind, where it appears jerky.
- There is WAY too much exposition going on in that first scene.
- Unless the character's bones are made of granite, she wouldn't sink that fast in water. If she can fly with wings made of glass, why does gravity suddenly antagonize her when she hits water?
- That first section where you do nothing but run forward for five minutes needs to be cut back significantly. First impressions mean a lot and after seeing that it was all empty space so far, I nearly dropped the game there.
- For a game with platforming elements, controls are awkward and character friction is slippery. If you want the challenge to be in platforming, don't make it because of these limitations.
- Excellent opening sequence, particularly prior to the cutscene.

I was really impressed with a few things like the player model and the atmosphere you set with sound effects and movement and such, but it seems that you put a lot of effort into some places and completely neglected others (which is completely understandable given the time limit -- I'm just making you aware of these things). Regardless, I think this game will be fantastic if you had a little more time to work on it, and considering that we only had a month to work, this is some pretty impressive stuff.

I'll play it in greater depth a little later.
Posted by Kilin May 02, 2014 13:24 - 2.9 years ago
| [#08]

Let it be known that I'm not trying to defend the game as it stands right now in these comments, but I do want some clarity as to how I can improve it:

Running animation is weird? really? Are you talking about the bouncing wings?

Yea this wasn't something that I could get around really, he's the only character that speaks in the game. And I wanted to establish a lot. So the cutscene is basically a creepy pasta reading, and I wanted it to be enticing on that level.

What if I told you that you are not too off about why she sinks so fast?

Are you talking about the slope area? You are not supposed to run down it, it's meant to teach you about using the long jump.

I'd like to hear more of what you have to say about this "slippery" issue. The "friction" in this game is set to where your speed 0's out after stopping running after 3 frames. Sorry it's just that neither me nor the beta tester viewed the controls to be problematic at all, so what you are experience as a possible base for platforming challenge is not intentional. I for one, would like to make this a more comfortable part of the game in the next version. Could it be that you mean to tell me that the issue is not the the controls are slippery but too tight? There is such a lack of friction in this game that you reach your top running speed near instantaneous. Should there be more of a build up?

Again I'm aware that I pulled an exposition dump, but there really is no other part of the game to explain things like the situation of the main character, or the motives of the villain, and the motives of the villan only make sense if you have some understanding of the world they live in.

I want to make the next version of the game have better controls, at least 4 more worlds, and improved animations. My list keeps growing, I guess.
Posted by fromsoysauce May 02, 2014 13:55 - 2.9 years ago
| [#09]

Yeah, I honestly couldn't enjoy this game. As stated by the previous reviewers the initial cut scene is pretty awesome, although the continuous camera clipping through objects kind of detracted from it. Other than that though I just found gameplay frustrating and confusing, details below.

Story of me playing it: (Show)

Pros (Show)

Cons (Show)

Sorry for such a terrible review, and based on the other ones and what I saw I can tell alot of work into this. I just can't seem to play it, and obviously without playing it I can't review it lol :D. Maybe If someone can post a letsplay of it for other people like me it would be easier to judge the content, but from what I played I couldn't have fun. Hopefully future updates help fix these problems, and its still pretty impressive for the competition :D.

Ratings from what I saw(Not much lol :D) (Show)
Posted by spike1 May 02, 2014 13:58 - 2.9 years ago
| [#10]

Running animation is weird? really? Are you talking about the bouncing wings?

It's actually the leg and foot movement. It looks fine from the side, alright from the front, but kind of jerky and skippy from behind, which is noticeable because that's the part of the character you'll usually see. If I had to specify, it's probably that the legs move inward when coming back, which is pretty abnormal for a running cycle.

What if I told you that you are not too off about why she sinks so fast?

Then I'd have to ask you why she can supposedly fly and do flips so easily.

Are you talking about the slope area? You are not supposed to run down it, it's meant to teach you about using the long jump.

Slope area? The only place I can see you using a long jump is in the mushroom climbing section that follows. The one I'm talking about is a really long and straightforward cave section that occurs just before (I think it's the section right after the cutscene).

There is such a lack of friction in this game that you reach your top running speed near instantaneous. Should there be more of a build up?

Definitely not. When you're jumping around on things, you really don't have a lot of room to move so it'd be painful to try and make precise jumps from small platforms. The "slipperiness" I mentioned is more due to trying to stop on a dime when you're jumping around on platforms, which usually results in falling off of things. It's an alright system and I'm not really saying you have to change it. It's just not good for precision jumping.

Again I'm aware that I pulled an exposition dump, but there really is no other part of the game to explain things like the situation of the main character, or the motives of the villain, and the motives of the villan only make sense if you have some understanding of the world they live in.

As a writer, I promise you there are plenty of ways to explain the story without directly telling the player what the story is. I think that the transition from your opening scene to that cutscene was a great example of this.
Posted by Kilin May 02, 2014 14:05 - 2.9 years ago
| [#11]

@ spike, Ok I'm really trying to wrap my head around this, so help me out on this one:

What is the problem with sinking fast in the water when you have unlimited jumps?
Posted by fromsoysauce May 02, 2014 14:08 - 2.9 years ago
| [#12]

@ Kilin, ah, Ok I can fix the leg movement.

Tell me again when she flies? Or flips for that matter...

Right after the cutscene is a water area that teaches you how to ascend. After that is a narrow passage filled with mushrooms and blocks, the idea here is to teach the player about jumping and landing. After that is an area with a 1 big slope that teaches you that big slopes make you slide. After that is an long area filled with slope after slope that is meant to give the player a chance to realize that if they jump while slopping down things that they will long jump. after that is an area that tests how well they have figured out the long jump.

As far as your slipper controls, I'm still not quite understanding you because the game lets you start and stop on a dime, there is no lingering speed on either the ground or the air. Sorry it's just hard for me to find a solution when I can't seem to understand the problem.

Sure, but I didn't have enough time to focus on that. Rather than explain the story throughout the game, I wanted the player to have more of an experience of the game's narrative through the environments and the things that happen around Mayfly. But that alone doesn't really give much insight into Ferace's motives.

I was trying really hard to make sure that Ferace didn't come off as just some psycho or greedy selfish guy.
Posted by fromsoysauce May 02, 2014 14:28 - 2.9 years ago
| [#13]

Well there's already so much that has been said here and most of it i agree too so i'll try to add just my own personal opinion on the game. At first impression, it looked and felt pretty great. Collisions and physics are pretty solid and impressive for the geometry of the areas. However the water control is incredibly annoying. If this is supposed to take after n64 games, like say Zelda or Conker's, having the player sink to the bottom at incredible speeds is not the best way to handle it. i gave up in the room with water and boxes, it would take me so many tries to get up onto those boxes. Now if the player could at least grab the edge, that would help but sinking so quickly, or not having a steady/smooth way of swimming is such a hassle.

Also i just wanna say that running animation could use some work. since it's the animation the player is going to be seeing the most, it could be better. looks choppy and kinda like the character is rolling on skates. One more thing, the music is awesome.

Overall, i didn't play much since the time i spent with it was kinda boring and bland, then frustrating. Maybe i'm just not in the mood to deal with a water room with finicky controls. I may give this another shot later after playing some other comp games. It was a long download so i might as well. i would like to get into the actual game play. That being said, i won't putting a rating in yet.
Posted by death May 02, 2014 20:55 - 2.9 years ago
| [#14]

So, I get that you guys think that the water controls are weird, and I'd like to adjust them but I'm not yet clear on what the problem is and how that affects you.

1) How is the sink a problem when you have unlimited jumps? It's not like there is an endless pit under the water.

2) Are you just telling me that you want a slower paced underwater experience?

I'm not saying I'm in the right here, but let me just explain myself so that maybe you can understand why I'm having such a hard time figuring this out:

When I said that there was going to be water in the game, people were worried that it would mess up the pacing of the game because water in video games almost always makes it so that the characters slow down which interrupts the flow of the game play up to that point. Sooo I opted to make it so that there is only a 15% speed decrease in the character overall, so that it doesn't drag the player behind.

I'm not trying to come off as an ass artist all like "Well you just don't get my art" I understand that there is something that bothers you enough that it is a problem to you but I legitimately don't see how and would really like more insight on that.
Posted by fromsoysauce May 02, 2014 22:04 - 2.9 years ago
| [#15]

it's true people tend to get a bit bothered with the slowness of water in games but... well gamers kind of expect it and it's there for good reasons. mainly jumping out of water is always easier in games if the character moves slower, gives them more time to react. I think the main problem is the sinking, it's only natural to float in water and have to swim downwards, not the other way around.

also i noticed spike said he had problems being able to tell he was even in water, so perhaps make the filter and sounds a bit thicker and i think slowing the player down more would help make that distinction more clear, and of course being floaty would be nice. i think the quickest solution is just to lower gravity when in water, it'll make vertical speed slower and allow us to jump higher.
Posted by death May 02, 2014 22:11 - 2.9 years ago
| [#16]

Let it never be said that I don't listen to constructive criticism:

Now about that "slippery" thing that keeps coming up that I still don't understand.
Posted by fromsoysauce May 03, 2014 6:23 - 2.9 years ago
| [#17]

Cool, those changes look great :D. I'm looking forward to the next update, thanks for fixing this :D. Do you know when you'll be uploading the next update?
Posted by spike1 May 03, 2014 6:30 - 2.9 years ago
| [#18]

After the contest is over so that I don't get disqualified.Also I'd like to iron out other things that people found weird.

Probably like Making the cutscene shippable, informing the player that SHIFT is duck and walk and force slide.

Also some things nobody mentioned like sometimes falling trees will make you go through the ground.
Posted by fromsoysauce May 03, 2014 12:24 - 2.9 years ago
| [#19]

I played Glass Wing for about 40 minutes or so. Looking at the comments, it appears that the majority of what I was going to say is already said or addressed.

Glass Wing appears to be reminiscent of the late N64 early GameCube era. For the most part the game is fairly polished and will only become better with updates.

As stated previously, Glass Wing’s biggest flaw is its own polish. The detail that is placed into the creation of the character model and designing segments of the world really do show off the beauty of the game. Unfortunately there are segments that, when compared to such polished models and textures, look sub-par.

The controls were a little finicky but with practice and many retries, they were tolerable. The character animals were a little bit jerky and the water physics were just plain annoying. I also agree that the long hallway in the beginning was a bit unnecessary and really downplayed your attention to polish. To me the area with the inverted mushrooms seemed a little out of place. I understand you were leaving the demon realm but it kind of felt thrown in as an easy transition.

Glass Wing is definitely worth a play through, especially if you love the N64 era of games. With a little more polish and various fixes, the cons Glass Wing could become part of its charm. I look forward to the updated version and will play again.
Posted by Luskel May 03, 2014 22:29 - 2.9 years ago
| [#20]

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