A wingsuit flying game from GrizzlyGames where you glide through procedural terrain.
A scoring rule steers how players move
From Game Maker's Toolkit
Superflight raises your score while you stay near a wall. In Superflight (GrizzlyGames, 2017), the score ticks up while you hug a wall as you glide through procedural terrain. This rewards risky proximity and skill, and gives players a reason to push their flying.
Game Maker's Toolkit contrasts it with Marvel's Spider-Man, which has no reward for getting close to buildings, and calls Superflight 'addictive'. Sunset Overdrive (Insomniac, 2014) takes a similar approach, giving style points and safety from zombies for staying above ground.
Reward the traversal behaviour you want, such as airtime or wall-hugging. Superflight shows that a scoring rule can steer how players move. Spider-Man has no fall damage, no reward for staying in the air and no reward for nearing buildings, so nothing pushes players to fly with more skill.
Your score ticks up while you hug a wall, rewarding risky proximity and skill.
Superflight raises your score while you stay near a wall. In Superflight (GrizzlyGames, 2017), the score ticks up while you hug a wall as you glide through procedural terrain. This rewards risky proximity and skill, and gives players a reason to push their flying.
Game Maker's Toolkit contrasts it with Marvel's Spider-Man, which has no reward for getting close to buildings, and calls Superflight 'addictive'. Sunset Overdrive (Insomniac, 2014) takes a similar approach, giving style points and safety from zombies for staying above ground.
Reward the traversal behaviour you want, such as airtime or wall-hugging. Superflight shows that a scoring rule can steer how players move. Spider-Man has no fall damage, no reward for staying in the air and no reward for nearing buildings, so nothing pushes players to fly with more skill.
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