Luftwiderstand, German for air resistance and pronounced something like [looft-wee-dar-shtand], is a minimalist arcade shooter in development. You control a jet plane and fight against hordes or bullet-spewing baddies and gravity for fame, glory and your personal bragging rights. Pick up items to restore health and increase the score multiplier for an epic highscore. Development on this game has been canceled, see the latest news (one it's gotten approved) for an explanation if you really car. Thank you all!

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After getting the initial mechanics in place for the first alpha, I had a lot of fun just flying around trying not to crash. For about 5 minutes. Then I added an enemy ship to avoid, another 5 minutes of fun. Then I had it shoot at the player, plus five minutes of fun too. But the more I kept adding, the actual fun part for me began to stall, despite adding new enemies and so on.

Instead of revisiting the mechanics and rules I darted off into the wrong direction: Adding polish and getting lost in a non-important feature creep. While the thought of "diet RPG-mechanics" seemed enticing at first, it was just another attempt at finally making the game fun for more than five minutes. Plus the whole thing was too big for a solo pet-project anyway.

Recently I realized that I was trying my best to implement a skinner box without noticing it, trying to give rewards to the player for just enduring the sub-mar mechanics, much like Diablo III. And that's not what I want my games to be, not even my first one. I want the player to enjoy themselves while playing, to provide them a meaningful experience and not steal their time time by getting them hooked on some kind of "one more try"-cycle, fueled by a gameplay mechanism on top of a bland game. To me, that's not what I want to spend my time with making. I despise all the Farmvilles and Candy Crush Sagas and all the others that don’t want to engage with their players in a discussion rather take their time and money away from them.

So thank you all who were following my progress and played the darn thing for a couple of minutes. I am returning to the basics, trying to come up with something simpler and smaller. And something, that's actually more meaningful than an arcade shooter trying to get you addicted.

I'll put the last development version of the alpha up here and call the disaster "released".

End of May Update

End of May Update

News

Another couple of days have passed and progress has been made. Here’s a little update about the intended RPG mechanics, menu-design philosophies and...

Luftwiderstand Developer Diary #3

Luftwiderstand Developer Diary #3

News 6 comments

Deep down, we all love good graphics despite assuring ourselves that, no, it’s the gameplay that comes first. Still: A coherent art direction makes...

End of April Update

End of April Update

News

An update summarizing the current state of development and what to expect next: New visuals, basic RPG mechanics and smart enemy spawning.

Your Feedback and My Next Steps

Your Feedback and My Next Steps

News

Thanks to everybody who played the previous alpha versions and provided some feedback! Here's a short overview of the feedback I received and my thought...

RSS Files
Luftwiderstand Last Alpha "Release"

Luftwiderstand Last Alpha "Release"

Full Version 1 comment

This is the latest version before I canceled development. See the latest news for the reasons.

Luftwiderstand Alpha 0.0.23

Luftwiderstand Alpha 0.0.23

Demo

Current Alpha build. For Controls and release notes click on more information: CONTROLS: A - Turn Left D - Turn right W - Boost Up - Shoot Space - Respawn...

Luftwiderstand Alpha 0.0.17

Luftwiderstand Alpha 0.0.17

Demo

A new release with lots of new stuff under the hood and a much nicer play experience. Check the release notes if you want to learn about what had been...

LUFTWIDERSTAND Soundtrack Sketch: “Gears”

LUFTWIDERSTAND Soundtrack Sketch: “Gears”

Music

To take a break from coding I did some musical work on the game for a change. This track is not finished yet but I intend something like this for the...

Luftwiderstand Alpha 0.0.13. Demo

Luftwiderstand Alpha 0.0.13. Demo

Demo

Time for another fresh alpha! Here are the changes I made since the last one. For controls and a list of additions click "read more". Enjoy!

Luftwiderstand Alpha 0.0.10 Demo

Luftwiderstand Alpha 0.0.10 Demo

Demo 1 comment

The version seen in the video is now debugged and eager to be played with. Here are the controls again. Left: A • Right: D • Boost: W • Shoot: ↑...

Comments  (0 - 10 of 14)
P4p3Rc1iP
P4p3Rc1iP

Ok, look. There's a thin line between a "clone" and "inspired by".

Copying a game's gameplay almost completely (even if you plan to add stuff in the future) makes it look like a clone. Why not work on those features before you put a demo out? It would make you stand apart from the other Luftrauser clones. Also, calling your game "Luft...." does make it look like a clone.

Oh, and I won't say too much about the Independance Day UFO, but really?!

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ilikescifi
ilikescifi

Downloading the newest version! Thank you sir.

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NekoHaxor
NekoHaxor

I want to control with the keys. It would be awesome if you could make that happen.

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philstrahl Creator
philstrahl

Hey Boot! Currently there's W, A, D for movement and ↑ (cursor arrow up) to shoot or you can connect a xbox360 gamepad and accelerate with the right trigger.

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ChickenDelight
ChickenDelight

Seems just like Luftrausers, only more physicy..
Still like it, tracked.
LOOFT WEE DAR SHTAND

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philstrahl Creator
philstrahl

Yeah, I've taken some inspiration from a gameplay video I watched on Luftrausers and I wanted to give it a try myself. Currently I am toying with kinda bullet-hell gametype and fidgety controls but nothing's written in stone at this point. :)

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ChickenDelight
ChickenDelight

Also, do you know if you will be able to make an auto-updater?
Getting a little annoyed at having to download a new version every few days.

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philstrahl Creator
philstrahl

Hey Chicken! Sadly I'm afraid I have neither skill nor prowess whatsoever to come up with an auto-updater. But Since I am currently a bit busy otherwise, the frequency of downloads will decrease to something like once every week or less. Next up will be some UI changes and a lot more under the hood. Oh, and thanks for playing! :)

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ChickenDelight
ChickenDelight

Oh god, I don't know how to say this without sounding spoilt or overly expectant (???) BUUT..
I think you should put in the light RPG elements, WHILE having an 'arcade mode' where you aren't affected by your stats, but just on skill.
You know what? I'm just going to say implement everything in your recent post, but give a way to activate/deactivate it, like a survival level and the small arcade levels with bosses at the end.
So, I basically want this game to have an options menu overflowing with random stuff.
(If it's not too hard ;) )

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philstrahl Creator
philstrahl

Hey Chicken! I’m happy you enjoy the game in its current state already and I like your ideas. Yes, I am looking to implement a number of options for player to tailor a Challenge Mode to their skills, plus (when everything goes right) I'll be developing the Story Mode a bit. What I have planned for the future will be published in the news here in a couple of hours I guess so stay tuned and thanks for watching :)

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ChickenDelight
ChickenDelight

Holy balls. This is your current game?
Amazing work! Already a really good game (Albeit repetitive :P)

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philstrahl Creator
philstrahl

Hehe thanks! I've noticed that many games are pretty repetitive so the actually tricky part is getting the core gameplay mechanics to be real fun (Diablo 3 anyone?), so I am trying out and adding stuff to keep the player invested. Currently I am in the early stages of design-work for a boss that appears after a while before the stage ends, so let's see how fun that turns out to be.

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ChickenDelight
ChickenDelight

Oh.
OK..
Well, good luck on your next game.

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LUFTWIDERSTAND
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