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Thank you so much for the comprehensive feedback. The lack of instructions regarding controls was actually a design choice - I wondered if I could get away with just telling the player they could rotate and accelerate without actually telling them which controls to do it. I was hoping the Unity input system would just kinda handle it but I've had a couple of comments about so obviously not lol. 

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I haven't used Unity or Unreal in years. I've been using Godot for three or four years now, and I love it so much more. There are so many things that are so much easier to do, like controls. It's not built (yet) for AAA titles, but that's not what I'm working on. It gets better literally every month or so. It's come leaps and bounds since I started using it, and it was good to begin with. My favorite part is the GDScript language. It's built for writing games. It literally is my current favorite language and I've worked professionally in over a dozen in the last 3 decades.