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Jon Coughlin

A member registered Mar 01, 2015 · View creator page →

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RPM gauge is readable and intuitive. Might consider a UI slider for speed, too, so we can develop an intuition for downshifting. Also might consider a Gear slider in addition to the raw number. With some very simple UI bits I think shifting in manual might become more natural as part of player peripheral vision. 

Fantastic clean sim racing. This has so much style and the car feels alive. I love your work; godspeed on finishing this one.

This is incredible. I'm amazed at how quickly I learned some basics of maneuvering the ship. Wonderful control scheme. So much of the Aubrey books are making sense, suddenly :) Thank you for posting it.

I'm sorry but it only supports gamepad controls. If you have a playstation or Xbox controller those work best. Good luck!


Fantastic. Love it!

Thanks :) How did you find the game?

lol nice! This makes me think I should add a "vertical speed" line to the debrief

It speeds the sim time to 4X while you are eating. I got the idea from the Fairey Swordfish, a WWII biplane that had a hatch in the navogator seat for storing sandwiches and tea.

Great job :)


Nice! loll so fast!!! You should be able to throttle back to go easier on the landing gear

Do you have a gamepad? The game is designed to play with a DS4 or Xbox controller. I will eventually add keyboard controls, but it will likely still be a while

This game looks phenomenal. Bravo! I'm making flight sims with what feels like similar design sensibilities. I would love to pick your brain on open world sim development in Unity sometime. I assume we are working through some similar technical issues :)

lol that was the simplest way for me to implement play cam: always on. I need to look into windowed mode, but I think it started happening when I added plat cam hop in the Roger meatball channel there and I can try to debug with you :)

Please let me know if it improves the game for you.

You got it to work with a joystick!? I have only set it up for gamepad, so I am shocked you got that to work. Thanks for going through the hassle!

If I could download these images with transparent backgrounds I would use them in my games :D

This is one of my favorite games of the year

adorable :)

lol Team A dropped down to 2 members 20% through, but Team B seemed too dumb to fill their pot. Fun little sim :)

Yay!!! I will check out the video :D

lol I loved it

I am SO happy you made this game

great game :) I am awful but I enjoyed my time

This is so well executed. Bravo!

wow, this is a very good game!

great little game :)

Wonderful game :) Great blendo influence. You could extend this to something impressive

I am shocked at the elegance and depth of this game. I wish I had played it before today :)

I started a team-building thread for my project here: Team Thread at Idle Thumbs Forums

I really want to make a comedy FPE and I hope I can find a few people to partner with :)

Anything I make will be in Unity and will end up something like this: The Eyes of Cheatin Hitman

I can't wait for this!

Thanks! I was more referring to the physical scale of the objects when I import them into Unity - They seem to be physically scaled about an order of magnitude differently. Is that a real thing?

hehehe this game is a work of fiction. any resemblance to pizza places, real or imagined, is purely coincidence

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Here is a gif of a pizza launcher I made with Asset Forge :)

pizza launcher gif

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My pizza store! LoL I'll add a gif of gameplay as soon as I have it functioning in Unity :D

Right now, if I export as FBX and import with Unity, the models are an order of magnitude larger than when I export as OBJ. Is this intended?