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Thanks for trying my game! Sorry it was nearly unplayable for you tho :(. I appreciate the honest feedback, and am looking into making good use of it! At one point there was incremental turn speeds, but it got lost during the implementation of a different, broken function. I will be sure to fix that soon! I'm also fairly certain the turn speed is affected by frame rate, which is a bug I knew how to deal with in Godot and thought I knew how to deal with in Unity, but I think i'll have to look further into it. Updates are coming though! Again, sorry you had a... experience lol.

Sorry if my comment came across a little too negative I was a bit tired at the time. I'm actually fairly proficient at Unity at this point so here's some tips, Time.deltaTime tells you how many seconds have passed since last Update(), it's a floating point value. There is also FixedUpdate() which happens a set amount of time apart and the time delta there is Time.fixedDeltaTime. When using physics, the physics engine usually updates on FixedUpdate() so it's best to apply constant forces in that function.

It's all good, we all have those days! Besides, if someone is having a bad time with one of my games I want to know about it! Thanks so much for the helpful tips, I'll look into how best to utilize the updates so I can get this sorted!