Among the trees by LooksLikeSomething
Play as ... well... something, in Among the trees!
You are in a woodland, running/flying among the trees. You have to avoid collisions with them to be sure to travel safely.
During your run, you may find some little "something" just like you, they will follow you, and help you make the biggest score possible. But it seems like there is a problem with having a lot of those... aren't you getting heavier?
The farther you go, the fastest you are, and the more trees you'll meet.
This is an endless game... how far will you go?

Controllers are supported
| HTML5 (web) | https://littlebellgames.itch.io/among-the-trees |
| Windows | https://littlebellgames.itch.io/among-the-trees |
| Original URL | https://ldjam.com/events/ludum-dare/40/among-the-trees |
Ratings
| Overall | 1089th | 2.688⭐ | 26🧑⚖️ |
| Fun | 869th | 2.938⭐ | 26🧑⚖️ |
| Innovation | 1088th | 2.354⭐ | 26🧑⚖️ |
| Theme | 896th | 2.958⭐ | 26🧑⚖️ |
| Graphics | 1004th | 2.5⭐ | 25🧑⚖️ |
| Humor | 872th | 2.237⭐ | 21🧑⚖️ |
| Mood | 784th | 3⭐ | 24🧑⚖️ |
| Given | 34🗳️ | 7🗨️ |
Now, critics aside I like the concept. With a little bit of polish in the controls, and optimization, it could be a really good game, but I'd rather play it on my phone with gyro controls.
tthe is right gyro would be cool.
Weeeeee! I don't know if this is good. I enjoyed it, easy to grasp can fun. Good job!
I will add this to my redo-to-do-list. Thank you for pointing this out :)
Two other tips:
1. If you spawn the trees on a curved surface, like how the earth is curved, you won't have the weird spawning out of the shadows that you do now.
2. The itch link says windows but there is a web player too. Let people know that you have a web game because some people won't play games they have to download for some reason. Just so you can get more plays.
Nice work! You could make a really cool app out of this if you stuck with it.
One being that the the performance on the WebGL client suffered dramatically once you were somewhat fast.
And also the draw distance is kind of short.
I know that if you increase the draw distance the performance will be even worse but it is unusual for the amount of vertices on screen for it to start dipping in fps this fast. Maybe you should look into enabling instancing on the materials used in the trees.
Another idea would be to use object pooling so you don't always instantiate new objects.
I don't know how you set up your game but if you just create new gameobjects and destroy the unneeded ones once they are out of the screen this will greatly impact performance.
By reusing your objects in form of pooling you can mitigate this loss in frames per second.
EDIT: I think I found out another major problem. If your trees are constructed out of individual Unity primitives and not a singular mesh you will also run into issues.
If you did it that way you should look into modelling your trees in an external program like Blender and export the model and use that instead of a bunch of primitives parented to each other.