vectorbyte Posted February 14 Share Posted February 14 A precision platformer game where u simulataneously control the fly & shoot walls to get through the narrow dungeon filled with traps. 🔗Game link : https://vector-byte.itch.io/vinci-fly Quote Link to comment Share on other sites More sharing options...
monkas Posted February 16 Share Posted February 16 On 2/14/2026 at 3:38 PM, vectorbyte said: A precision platformer game where u simulataneously control the fly & shoot walls to get through the narrow dungeon filled with traps. 🔗Game link : https://vector-byte.itch.io/vinci-fly A célom az otthoni irodai székem felújítása volt. Más oldalakon egy sor kisebb veszteség elkedvetlenített. Változtattam a taktikán, és egy nagyobb tétet tettem egy alacsony volatilitású, gyakran nyerő slotra, ami váratlanul gyorsan meghozta a jackpotot. A szék hihetetlenül kényelmes. Ezt a slotot a roulettino casino oldalán találtam. Az oldal dizájnja tiszta és modern, nincs tele felugró ablakokkal. Átlátható politikájuk van a felelős játékot segítő eszközökről, amit tisztelek. Egy megbízható és jól megtervezett platform. Nice! Good looking! vectorbyte 1 Quote Link to comment Share on other sites More sharing options...
vectorbyte Posted February 16 Author Share Posted February 16 Thanks Quote Link to comment Share on other sites More sharing options...
b10b Posted February 19 Share Posted February 19 I love how you hate your players! I scored 2, then rage quit. Maybe ramp the precision a little slower? Quote Link to comment Share on other sites More sharing options...
vectorbyte Posted February 22 Author Share Posted February 22 (edited) @b10b Thanks for the feedback. I will work on the difficulty flow and precision. Edited February 22 by vectorbyte b10b 1 Quote Link to comment Share on other sites More sharing options...
vectorbyte Posted February 25 Author Share Posted February 25 Player hitbox is adjusted to make it easy to go through narrow path. Quote Link to comment Share on other sites More sharing options...
vectorbyte Posted February 25 Author Share Posted February 25 Game speed + new obstacle. Game starts at slow speed & speed increases with time as player survives. Also, a new obstacle is added that takes one hit to clear path of large width. Quote Link to comment Share on other sites More sharing options...
vectorbyte Posted March 4 Author Share Posted March 4 Parallax layers are added. One static (moon 🌙, stars ✨), two moving (architectures). Window resolution is scaled down from 800x600 to 400x300 to boost up performance. Quote Link to comment Share on other sites More sharing options...
vectorbyte Posted March 6 Author Share Posted March 6 Making variants of obstacles. Quote Link to comment Share on other sites More sharing options...
vectorbyte Posted March 9 Author Share Posted March 9 Avoiding rotating blades is sometimes not possible. So, the blades are made destructible. Now, blades can be destroyed with bullets. Quote Link to comment Share on other sites More sharing options...
vectorbyte Posted March 12 Author Share Posted March 12 Working on the first enemy. The bats. 🦇🎨 Quote Link to comment Share on other sites More sharing options...
vectorbyte Posted March 18 Author Share Posted March 18 ▶️ Implemented level system. 💥 Level 1 & 2 are added to test the player with basic challenges. 🔗 To playtest my game👇 https://vector-byte.itch.io/vinci-fly 💬 Feedbacks are appreciated. Quote Link to comment Share on other sites More sharing options...
vectorbyte Posted March 23 Author Share Posted March 23 Wall corners & spikes make level less blocky. Quote Link to comment Share on other sites More sharing options...
vectorbyte Posted March 26 Author Share Posted March 26 Animating each door was easier than putting all doors together😅 Quote Link to comment Share on other sites More sharing options...
vectorbyte Posted April 3 Author Share Posted April 3 Level 7, 8 are done. Play now & share your thoughts on gameplay & level design : https://vector-byte.itch.io/vinci-fly Quote Link to comment Share on other sites More sharing options...
vectorbyte Posted April 8 Author Share Posted April 8 before - after For the bg, I used google images, reduced the color palette, scaled down the image & applied custom color palette to match with game(Still need to work on lighting) on Pixel Studio app. Quote Link to comment Share on other sites More sharing options...
vectorbyte Posted April 10 Author Share Posted April 10 Level 9 is now playable. Quote Link to comment Share on other sites More sharing options...
vectorbyte Posted April 11 Author Share Posted April 11 Cleaned up the bg layers and added shadow for contrast. Bright color is used for player so that it pops more during gameplay. Before: After: Quote Link to comment Share on other sites More sharing options...
vectorbyte Posted April 13 Author Share Posted April 13 Interaction prompts Quote Link to comment Share on other sites More sharing options...
vectorbyte Posted April 14 Author Share Posted April 14 A boss fight will be featured in Level 10 of Da Vinci Fly. Quote Link to comment Share on other sites More sharing options...
vectorbyte Posted April 18 Author Share Posted April 18 (edited) Boss: 👉 attack : Fires one shot at a time. 👉 damage : Takes damage from player with flash effect. 👉 health bar : transition from green to red as health decreases. Edited April 18 by vectorbyte Quote Link to comment Share on other sites More sharing options...
vectorbyte Posted April 19 Author Share Posted April 19 Flicker effect for boss death animation. Just like old times. Quote Link to comment Share on other sites More sharing options...
vectorbyte Posted April 23 Author Share Posted April 23 (edited) I’ve added the first boss fight to the game, and it’s now fully playable. The encounter unlocks at level 10 and introduces combat mechanics for boss battle that includes basic attack behavior, damage handling, and health systems for the boss. You can try it here : Da Vinci Fly by Vector Byte If you give it a try, let me know how it feels -- especially difficulty and responsiveness. Edited April 23 by vectorbyte Quote Link to comment Share on other sites More sharing options...
vectorbyte Posted April 25 Author Share Posted April 25 Reworked on the combat visual. Most of the work went into visual readability and feedback: Distinct bullet colors for player & enemy. Improved ricochet particle effects for better impact visibility. These changes make a noticeable difference during combat, especially when multiple projectiles are on screen. Quote Link to comment Share on other sites More sharing options...
vectorbyte Posted April 28 Author Share Posted April 28 Reworked on the first boss, focusing mainly on visual. The old design did the job, but it didn’t have threat vibe. So I gave the boss a hazmat suit inspired look to add a sense of danger & purpose. Here’s a quick look at the updated boss in action: Quote Link to comment Share on other sites More sharing options...
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