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This has so much potential, dev! I love how you’ve taken the direction of artsy cartoonsy art instead of the super-realism that other FPS’s try to do… it’s almost cute like you’re on the planet of the Ewoks in Star Wars. Too bad I couldn’t proceed beyond the 1st kill due to lag that made me force-quit. One solution to lag on Macs if you want to improve it easily: Adding more options for players to tweak graphics settings in the Unity loader control on start (esp lower quality with No Antialiasing, no shadows/lighting and different resolutions) might do the trick. 

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Hi, tonewarper!

Thanks for the feedback! :D 

About the suggestions, like I said in the game description, this was only a practical excercise for a Game Development Master Degree that I taken 4 years ago (how fast pass the time!) and was developed in only 4 weeks with the requeriments and restrictions imposed by the teachers. In fact, this excercise was an intended way to show us how not make the things in Unity (a compound of habitual bad practices in programming with common .NET/C#, and Unity and any game engine/technology). After working 3 years porting several Unity games to the past generation consoles (XBox One, PS4, PSVita and Switch), now I could remade The Esc4pe and optimize it enough to run smoothly at 30fps in a PSVita xD

About the game itself, maybe in a future I decide to made from scratch a new version of The Esc4pe, but at now, I want to make some little games in my spare time, just for fun, after work. In fact, since the last year, I working in a retro  space shooter game for MS-DOS using DIV Games Studio (a "proto-Unity" from 1997): https://github.com/VisualStudioEX3/StarFighter.