Escape the cavern in your stolen rocket!

UPDATE: New posting with several below suggestions implemented. Thanks for the feedback guys!

http://www.sharemygame.com/share/399d7c0e-8f29-4212-a473-da718d6ea627

Alert! The X192 Prototype rocket has been stolen by… you! See if you can make it out of the secret cavern alive!

Original Game Link:
http://www.sharemygame.com/share/460f18c3-2442-4ecf-8e72-aa1f246ba75c

Controls:
A or Left Arrow - Rotate Left
D or Right Arrow - Rotate Right
Space - Thrust

Known issue - there appears to be some lighting issues in the Web GL build that aren’t in the PC build (e.g. flashing objects with solid color). I haven’t figured out how to fix that quite yet despite numerous tweaks.

With a little help from Cinemachine, I setup the game camera to follow my rocket and made the level go vertical. Also, I tweaked my Oscillator script to allow position, rotation, and/or scale to be adjusted for an object or group of objects.

Oscillator%20Settings

This opened up a wealth of possibilities for obstacles. Hope you enjoy it, let me know what you think! You can complete the level (I only finshed up one in this mode), it can be a bit of a challenge but I have done it several times now. Good luck!

3 Likes

Cool idea. I played the game and it was great. A bit dark maybe, I had a very hard time seeing objects, especially moving ones. So it was very difficult to see where I was supposed to go in between the objects.

Great game. This was not easy to achieve.

Some suggestions;

  • Have the red lights all be yellow until you exit into the dark area then all turn red and have some sort of alarm/sci-fi music start to bolster the feeling of escaping.
  • Some of your obstacles are really well thought out and designed. However their very difficult. the last part with the rising and falling cubes was complete guess work to get through. Really cool design just needs to be a bit better lit so a player can hover to see the pattern a bit easier.
  • I recommend using your red alarm lights tactically to show the way. e.g. As you leave the space/screen where one light is, there should be another that shows you the way to go.
  • Have a win screen. By the time I finished your level, I wanted a pay off :slight_smile:

Great game mate :smiley:

Thanks for trying it! Yeah, I wanted the level to be dark after getting through the hatch to add to the challenge, but I perhaps went a bit too far. :smile: I’ll see what I can do to make that better. Thanks for the feedback! :+1:

Thanks for giving it a go! Great suggestions:

  • I had the same thought about the lights changing from yellow to red and an alarm sounding. I actually had the alarm sound in the works but it wasn’t playing right so I took it out for the demo.
  • Thanks for the props on the obstacles. Indeed, tuning is definitely required on them, especially the last obstacle - it was indeed the most difficult (by design) but a bit too random now that you mention it. It definitely helps to have outside perspective - I knew the mechanic so I knew what to look for… and it was even hard for me. :smiley: It’s actually a set of 4 rotating cubes at different intervals, with the intention to pick intervals that would “sync” up after a certain period of time so you could get through. It’s probably a bit too quick on the rotations as well.
  • You’re completely right, you got totally ripped off with no win screen! :laughing: My apologies.

Most of these were due to me pushing a bit to get it out there for demo purposes. I’ll see what I can do to improve the experience. Excellent suggestions, thanks for taking the time to write them up!

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