A downloadable Kiwi's Dream

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A Kiwi looks upon the sky, with dreams to fly, and one day gets a chance to make its dreams a reality when it gets tossed into a world of forgotten warriors and broken dreams.

KiwiFlight is a 2D, Platformer, Metroidvania game, made with the Unity Engine, taking heavy inspiration from Hollow Knight, Ori and the Blind Forest, and the works of H.P Lovecraft.

Was created from a 2-man team, consisting of myself and a fellow classmate. Created for our Final Year Project in the span of less than 3 months.

Asset Credits (Also stated in the game's credits):

  • Hollow Knight - Background music and sound effects  
  • Maplestory - Background music and sound effects 
  • Maplestory - Some of the visual sprite effects such as explosions

Team Member Credits:

  • MingXiu - Lead Programmer, story writer, and level designer
  • Esther (me) - Lead Artist, animator
  • Eunice (outsourced extra help) - Enemy designer

Download

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Click download now to get access to the following files:

KiwiFlight.zip 81 MB

Comments

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This game shows promise! I like the art style, I think I get the design philosophy, and if you are going to follow in the footsteps of another game, then Hollow Knight is a good game to pick.

The most glaring flaw is that you do not have an actual healing system per say. This is...interesting to say the least, considering that it seems like it should be in the game, due to the presence of all the watermelons everywhere that seem to do little at all except for filling up that meter at the top. Because there is no healing, you are forced to make it through each section with 5 health drops, which wouldn't be a problem except for the third area of the game really ramps up the difficulty, mainly by introducing these bombers who hone in on you and you have to take the hit, and the lack of checkpoints along the way. An unrelated point is that there seems to be no titles for the other stops that you can go to via the warp pads, and also you can skip meeting the friendly monster entirely, which makes his reappearance in the second world where he's calling you "friend" rather abrupt to say the least.

However, all of this aside, I do believe that you can, and should, develop it into a more fully-fleshed out game. Rework some of the enemies, or just don't use them completely. Maybe put the dash in the game as the first item you collect, as this would make combat a lot more tighter and more easier to design interesting enemies around. Just a thought.

But anyways, really good art style, level design, and music! I'm impressed, speaking as somebody who can't even run unity, to think you put this all together in 3 months.

Keep it up!

Thanks! My team member and myself very much appreciate your comment and criticisms!

Yeah, there was a healing system intended to be implemented, which is what the statues and watermelons were for. The healing system was originally supposed to contribute to the lore in a funny manner where a useless game item can be sacrificed to restore health, but due to time constraints and other subjects taking up our time, we weren't able to have enough time and energy to fully polish that part of the game.

The NPCs also originally had their own part to play in the world and story, but the limitations I've mentioned was an obstacle. So there was no choice but to simply just push out the project for the submission before the deadline.

I would also say that both of us sort of over-estimated ourselves and made the scope a little bit too big, which caused a lot of the missing game mechanics and problems you have mentioned, we're mostly proud of what it is currently nonetheless. We wish to improve (or even overhaul/remake) it further, but the chances of it happening I'm uncertain of.

Thanks again for playing our game and commenting!