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(+2)

Really creative ! And good game quality omg, i am ashamed of mine now !!! HAHAH 

I love the game mecanics, The damping of the fly from our input, the soud design is incredible, its dynamic with the speed of the mouse movement did you use DOTween to do that ? I don't know how you created this effect.

The scene feel alive with all theses animations. And OMG that's so great to have dynamic obstacle that make the player play with the timing and the urge to do one more loop before the screen shifts. 
And i love the effects when you do the loop, i will love to know how did you pull that off.


Thanks for the experience, and hope you will continue the game development.

(+1)

Thank you so much!! We are a team of 4 people and have made games together before so there is a lot of different skills. Thats the only reason why it turned out the way it is!! Our Programmer made the fly so I have no idea how they did that (it wasnt dotween tho!), but the loop visuals were made with splines and a shader. So happy you like the game :D (if you like the visuals, we have another game on our itch page you can check out )

(+1)

Hey, thank you for the really nice feedback! :)

I did the programming for the movement of the fly, and I can give you a short description of how it works. The movement was probably where I spent most of my time trying multiple approaches to make it as fun as possible.

The basic idea is that the cursor spawns waypoints for the fly to move towards every FixedUpdate and when you move the mouse. The fly tries to reach these waypoints in the order they were created. There is a max number of waypoints that can be stored. If a new waypoint is stored when the queue of waypoints is full, it just discards the oldes one. The speed is then determined by checking how many wayoints currently exist in relation to number of max waypoints. This value is then used to interpolate between the min speed and max speed of the fly using a quadratic ease in. Also an additional speed value that gradually increases over the duration of the game is added to make the game faster the longer you play.

Here are the lines of code that determine the speed of the fly: float t = (float)Cursor.CurrentWaypoints / Cursor.MaxWaypoints; _speed = Mathf.Lerp(minSpeed, maxSpeed, t * t) + AdditionalSpeed;

We actually didn’t use DOTween for the movement of the fly, and mainly used if for the sequences where the train enters the tunnel to move the background object and fade material parameters.

For the loop visuals another team member would need to answer that question in more detail. But I know that it is a combination of a custom shader where a parameter is animated and a particle system.

Let me know if you have any more questions about the game. I’m happy to answer them :)