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Soar though the skys as a dragon, in this adventure game with a focus on freedom of movement!

Currently, there is an extremely small questline, some movement mechanics, and a level builder (with more to come in the future). Mess around with the  mechanics, and let me know what you think!

Some additional controls (not explained in game):

Left Alt - lock flight direction (so you can look around
Tab - Toggle UI elements (for taking screenshots)

P - Toggle flight assist (off by default)

B - Activate builder mode
F2 - Clear level (except for boxes)
F5 - Save level (except for boxes)
F8 - Load saved level (except for boxes. It's always boxes)

Tab - Select builder preset
Left click - place object/start polygon
Right click - select object of same type, or undo last vertex
Enter - finalise new polygon or changes
T (while in prop or talkative mode) - set default texture

I'm finally back with another game update! Been working quite hard on this one, here's what's new:


0.1.12 Changelog:

Hello! I'm back with another update, though this might be the last one for a while till I finish my assignments.

  • New ambient lighting and shadows - caves are now dark!
  • Partial controller support - the game should now work properly with controllers and show prompts for x-box controllers.
  • New squeeze mechanic - slide through small spaces by getting your scales wet!
  • Direction Stones now start generating particles during dialogue

I'm starting to wind up for developing the rest of the game in earnest now, so you'll probably see more new mechanics in the next updates!

Updated 21 days ago
StatusIn development
PlatformsWindows, macOS, Linux, Android
Rating
Rated 5.0 out of 5 stars
(1 total ratings)
AuthorWingedBobble
GenreAdventure
Made withPiskel, LÖVE, Krita, Adobe Photoshop
Tags2D, Dragons, Fantasy, Indie, LÖVE, Pixel Art, Singleplayer
Average sessionAbout a half-hour
LanguagesEnglish
InputsKeyboard, Mouse

Download

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Click download now to get access to the following files:

In the Heavens 0-1-9.love (Requires Love2D) 28 MB
In the Heavens 0.1.9 32 MB
In the Heavens 0-1-10.love (Requires Love2D) 28 MB
In the Heavens 0.1.10 32 MB
In the Heavens 0-1-11.love (Requires Love2D) 32 MB
In the Heavens 0.1.11 36 MB
In the Heavens 0-1-12.love (Requires Love2D) 32 MB
In the Heavens 0.1.12 36 MB

Development log

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Comments

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Definitely needs an Escape button to close the game. Unless there's one I couldn't find, I had to use Task Manager to close it down.


A charming little demo. The music especially gives it a kind of melancholy  or bitter-sweet feel, and it makes me think of a softer version of the Dragonheart theme music. Sad, but kind of hopeful, which seems as if it might fit what the story suggests.


I look forward to seeing where this game might go in the future.

(1 edit)

Thanks for checking it out! There did used to be an 'escape button', however it just closed the game instantly and people kept accidentally pressing it, so it's removed for now. A proper pause menu is on my to-do list, though currently I'm focusing on further improving the lighting (which is turning out to be a much more involved process than I imagined).

Hey, haven't been around in a while! I'm liking the addition of some more story with the curator, and only 1 new crash to report for 0.1.10. It happens whenever placing down the flow object:

Ah thanks for checking it out again! I accidentally introduced a lot of crashes into my game by implementing changes to my code before testing the changes actually worked, so this kind of error keeps popping up - I'm hoping this is the last one, but it probably isn't.

The second island with the Curator is the next big task on my list, the plan is to implement better cutscene support and puzzle sections (this will be the area where the time bubble is unlocked), but it has a long way to go, so I'm glad you like the story elements so far.

(+1)

Hey, this seems like an interesting project so far!

I have had the game crash a couple times when speaking to NPCs, so I'll post that error at the bottom.

Movement has a lot of potential with the fast flying speed plus the morph ball, and the air dash if you can get the right bounce or gather the yellow orbs. I can imagine regular levels or user built ones being like time trials, having you flying, bouncing, and rolling around as fast as possible.

From just the demo though, I'm a bit confused as to what type of game this is planned to be? Is it going to have levels/separate areas, or will it be one large open world like it is now? Is the level builder going to be its own separate mode, or is it going to be a feature of regular gameplay? Will there be combat since your dragon can shoot fireballs, or is it all about the movement? And if you don't know any of those yet, that's completely fair since this is just a demo version. Keep up the good work

Thanks for checking out my game!

The current plan for it is for it to be more open, with different islands you can go to. I am also planning on having some puzzle based areas which will be more enclosed, which is what the fireball is for (there is a test brazier in the level editor which you can light with it).

Side note, there are also some abilities which you didn't mention, so I'm guessing you didn't notice them (which is kinda my fault, the instructions for them aren't obvious and slightly convoluted):

E - Stasis - Lets you freeze in midair for a moment, allowing you to change direction and continue with the same speed.

1 - Time Bubble (I completely forgot to add any mention of this anywhere, whoops) - Things outside the bubble are frozen in time, try playing around with fireballs.

The crash should also be fixed now (I hope)

(+1)

Ah yeah, I had no clue about the time bubble ability. And the fireballs for puzzles makes sense, especially with how you can freeze them in place. I found that pressing M also gives you free boost power (for testing purposes I'm sure).

Just playing around with the builder is pretty fun on its own. I have found two more crashes though. The first one happens if you use time bubble and shoot multiple fireballs upward. After unfreezing time, the stack of fireballs falling down can cause the crash. Second one happens sometimes when trying to create really small and/or thin polygons in the builder:

(+1)

Ah thanks for letting me know! The first one was a relatively easy fix, the second is... fixed unexpectedly. I've also made some changes to the builder to make it a bit more robust, so I've replaced the old version with a new version of 1.1.6.