Glad to hear it! Sorry if i hurt your ears, I usually have my speakers set under 20% volume and it just slipped my mind to add volume sliders for general sound till it was too late.
Nebulaoblivion
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thanks brother, I definitely learned a lot doing it, and I think unfortunately some of the clunkiness comes from some deeper architectural choices I made / didn’t make as I hastily threw it together, like, for sure I think everyone would have appreciated ctrl+z functionality if not for every move, atleast for parts, but there was a little too much noodles in the code by the time I realized I really should have prioritized that haha.
Hey good job dude! I had fun, the first clock guy legitimately startled me when I was trying to decipher the instructions at the start haha.
I got some mostly technical feedback to give. One, I noticed it was running at over 4000 FPS, you’ll want to limit that in future games with either Vsync or Application.targetFrameRate, when building for web, unity will automatically limit framerate to the browsers refresh rate, but for desktop builds, pumping out so many frames per second could overheat peoples GPU’s even if the game isn’t graphically intensive.
Next up, you wanna make sure you do something like void Awake() or void Enable() and put in { Cursor.lockState = CursorLockMode.None;} on the menu, so that users can play again without having to close and relaunch the application to get their cursor back
It would also be very nice to just restart the level instead of sending everyone all the way back.
All in all though, it was fun, I had a good time, good job finishing, you did good!
this was fuckin siiiiick brother. I only had two pain points, the hitboxes on the pillars were very outta wack, I would walk through the bottoms and blind myself on the ground, and then when I got up top, I kept hitting invisible walls, and then also, it was hard to tell which pillar was okay for me to go up on, I tried all the wrong ones first many times, thinking i was messing up the jump, before finding the short one I could get up.
Love the retro vibes, but felt very empty and wanted something to shoot with my gun. I found a yellow thingy and stepped on it, the screen went black and said “secrets: 1/3” and then never returned to gameplay.
Like Tipudev, I also had an issue with my cursor being locked, but spamming escape key eventually brought up the menu and let me move again so i could close the window.
Good job! A lot of pretty art, an interesting mechanic and quite a few levels. I love me some gears. I could tell the music changed with the RPM result, but it always sounded so beautiful it was a little hard to tell if i had it right or not. I would suggest a little visual indicator of completion as well, which would help deaf people too.
thanks! Yeah, I wanted to add some paint too, but just couldn’t get to it. 100% the most effective way to win is stacking and scaling parts super small. Short of limiting creative freedom by making some kinda grid system so nothing can intersect, I don’t think I could design around that. Originally the levels were gonna be a lot larger, and with other racers, which would have made it less punishing to have a bigger cool looking ship, but I realized I wouldn’t have enough time to code good ship AI and make that interesting, larger levels were very boring to fly through alone, so I made them small and twisty first, and then had the idea of moving obstacles for additional interest, those were more fun, but also incongruent with cool ships.
There was supposed to be a clamp on scale so that you couldn’t get to 0 or a negative number, since that’ll break physics in unity, but, it seems to have broken somewhere along the way lol.









