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(2 edits) (+1)

Another entry where it seems unreal it was made in a week, but it does take a bit to get used to the controls. I will say though, using depth across a plane is really tough to judge without the game being a VR game, and I'm not how you can rectify this besides the depth/timing meter that you already made. Still awesome, but unless you can make it better for people to play without relying on depth it might have limited appeal. There are some rhythm games like the mobile touchscreen game called  Arcaea that does exactly what you are doing with the splitting tubes in 3D space, but that game only is flat most of the time and it is only in special sections that it starts using depth/height instead of just being flat. Just something I'd recommend to look into to maybe think about.

Thanks for the recommendation! I agree, it's a serious issue. Idk if it's solvable, but I'll check out that game you suggested to see if I can glean ideas. Thanks again!!