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(+1)

Very cool 3D game.

I like the premise of AI relationships and the potential for crazy that presents when they’re shut down.

In the server room, the enemies rushed me into a corner and pushed me out of the level. The camera couldn’t keep up when running to the data center. I suggest clamping the camera to a rectangle around the player so that doesn’t happen while still having the smooth camera movement.

For the web lag, it’s possible to front load the lag by preloading the shaders. I’ve done it before by creating all the objects at the beginning of the game behind a loading screen Control and let them run for a fraction of a second. You’ll need to make sure every instance in game is using the same material though.

Thanks for the suggestions - we tried the shader trick but it didn’t work this time around. Maybe we need to revisit it! Also we definitely didn’t test stacking the speed boost or make the wall colliders thick enough. Thanks for playing!

(+1)

Yeah, the pitfall with shaders I had for my previous games is that the object needs to be exactly the same environment too. So what I did was put all our WorldEnvironment and lights into a scene that could load a map. Then loaded a tiny map for the shader compilation.

This page has a few things to keep in mind. https://www.reddit.com/r/godot/comments/osx0f6/my_very_comprehensive_shader_cache_solution/

Hadn’t heard about the WorldEnvironment bit - thanks for the tip!