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(+2)

Nice idea for a game, haven't really seen a concept like that before. Feels like it belongs on mobile. Feels juicy too, the animations all looked great and gave good feedback that was connected to the game's state. I think it might have been better for me if it were less based around mouse skills and fast action, and more puzzley.

I was surprised that I could connect across the white blob in the centre. I initially thought that was what was breaking the lines. When I finally worked out that they were being over-stretched I just started connecting them when they first came into view. Took me a while to work out that the blob in the middle is just a level-completeness indicator!

I wanted a bit more variety in the puzzles. It could work loads of ways, not just concentric and counter rotating rings.

Really well presented while in-game, but the default Unity UGUI start page doesn't let you know that you're playing something built with much love. Is it built with Shapes? I think that would have been my approach. So much easier to build that way...

(+1)

Thank you for your indeph feedback and praise, I find my self agreeing with all your suggestions.

I do think I'm going to continue the development of this game hoping to to branch down more puzzle like gameplay instead of mouse skills.

And you are indeed correct I used shapes, I really do enjoy using that plugin 😁

(+1)

I'm a recent convert to Shapes. My entire game is made with it! It fills a missing gap that Unity has had forever.

I'm an ex-Flash developer, and when I moved to Unity I couldn't believe how primative the tool was in comparason. I was like "so how do you actually draw something? And where's the timeline? And why can't you do nested prefabs?". They've only just fixed the nested prefabs thing in the last year or so! The other two... Still waiting.