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I guess perhaps if you can let user select the cube then use gyro sensor on phone to rotate/flip the cube would be interesting option for control. or some kind of magnifying touch layer such that when finger is closer to an area, area is enlarged for easier manipulation with finger tip would be sometime special. 

Gemini's reason not to use Unity 

Instant Iteration: Godot's instant startup allowed rapid trial-and-error testing for mobile touch overlays. My comment:  I guess this makes vibe coding easier.

Direct Vector Math: GDScript made overriding physics with screen-relative dot/cross products incredibly straightforward. My comment: this is AI's best at... though I can tell you journey wasn't that smooth... 

Streamlined UI Hierarchy: Node unique names (%) made connecting menu credits completely hassle-free. My comment: this is pretty true. Godot is pretty simple on this... but if you have addon in Unity, maybe Unity will be easier provided nothing goes wrong between Desktop and Mobile. I found Mobile control is the most difficult to work for my game.. yesterday (the whole day) i pretty much used 6 hours on getting it to work then it broke.. then worked again... until it finally worked at 11pm...   My desktop version was actually done Saturday morning...

Lightweight Web Exports: Fast HTML5 deployment made real-time mobile browser touchscreen testing seamless. This is pretty light weight.. my file size is ~44MB.