Tunnel Vision by Avi

Fly through the procedurally generated tunnels to survive!
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https://youtu.be/lkEXemsW8TY
Ratings
| Overall | 835th | 3.65⭐ | 32🧑⚖️ |
| Fun | 919th | 3.466⭐ | 31🧑⚖️ |
| Innovation | 1552th | 3.117⭐ | 32🧑⚖️ |
| Theme | 2121th | 3.1⭐ | 32🧑⚖️ |
| Graphics | 543th | 4.086⭐ | 31🧑⚖️ |
| Audio | 923th | 3.321⭐ | 30🧑⚖️ |
| Humor | 1813th | 2.261⭐ | 25🧑⚖️ |
| Mood | 1353th | 3.321⭐ | 30🧑⚖️ |
| Given | 30🗳️ | 34🗨️ |
Any chance to have a html5 build ?
Did you use a Perlin Noise with Marching cube? If not, i'm really curious about your generation :)
The level generation is interesting - wish you could see further ahead though! Collision was also way too unforgiving, which discourages taking any kind of risk with exploration. That said, this feels pretty cohesive and fun to play!
I've always wondered why people didn't include fractal patterns and that kind of thing in more games, and now I'm just wondering more after seeing how sick it is when people do.
The only two complaints I could bring up is that the ship hitbox is finicky as hell, and it would have been nice to have a bit more of the map generate in front of you so you could see where you're going.
Other than that, great job.
@becher yep! Perlin Noise + Marching Cube!
@nacholr , @terry and @chao thanks for the feedback :) Regarding the map generation -- I was unable to generate too much of it without the game becoming way too slow to be playable sadly (maybe just cause my computer is a 2013 MacBook?) I would have def liked to generate more of the map tho. I was a bit dishartend that I wasnt able to render more, but then decided that it could be made into a fun feature! And I realise that it is quite difficult haha I havent gotten past ~150 points. I added the spacebar-slow-time feature to try to help make it a bit easier.
@designernap the roll is a great idea! I had messed around a bit with it but i wasn't able to quite get it how I liked, so got rid of it, but will try to add it :)
played on debian 10 - works pretty well.
Great job! :)
I recognize you've added the tight-curve ability in there as an anti-frustration measure, which fair enough. In a way, though, the existence of that feature informed me something in the game needed work. Fortunately, it wasn't the controls; while I thought they were touchy, I was able to adopt to it just fine. I think it had more to do with the poorly placed camera that makes it difficult to be spatially aware.