
Protect Egg.
This game is from ldjam.com, which is currently unavailable.
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You can try viewing the original page on Web Archive (may not load correctly).
Death comes for all of us eventually. Right now, it's coming for :egg:...
Play Now!
* meteors
* some music I made
* excessive screen shake
* not the default unity game jam UI
* a mildly tuned difficulty curve
Also it's way harder on the Windows client than WebGL because the particles are substantially denser.
* Clamp your velocity when adding forces indiscriminately
* Scale your lateral movement control with respect to vertical speed for non-game-breaking air control!
* Particle systems and game feel tweaks are black holes; save them for the end
* Impact noises and particle sprites are from asset store and shouldn't be rated
Play Now!
Plot
Egg used to live in peace on this floating square, but not any more! Egg must escape but there's nowhere to run.Features
* egg-based physics gameplay* meteors
* some music I made
* excessive screen shake
* not the default unity game jam UI
* a mildly tuned difficulty curve
Download
Links to itch.io below screenshots and at top of page.Mechanics Spoilers
Meteors spawn at a semi-random rate that increases over time up to a plateau. Egg is drawn to your cursor, and the meteors are drawn to Egg. The longer the game goes, the more fixated on egg's position they become. If you get knocked into the air, you have some limited control, BUT if you get knocked too high, or too fast laterally, you lose the ability to draw Egg to the cursor until you've landed again. SUPER SECRET TIP (my sister is a cheater and was exploiting my meteor AI and sending me screenshots of her scores): If you want to get the Big Times, hide in the corner until you know some meteors are coming, then switch corners and repeat. Keep going indefinitely until the game lags or you get bored. Enjoy it while you can, 'cause I am eventually going to patch it >:[ (addendum: I did not patch it.)Also it's way harder on the Windows client than WebGL because the particles are substantially denser.
Very Short Post-Mortem (for Unity game devs)
* If you're using RigidBody, use FixedUpdate instead of Update* Clamp your velocity when adding forces indiscriminately
* Scale your lateral movement control with respect to vertical speed for non-game-breaking air control!
* Particle systems and game feel tweaks are black holes; save them for the end
Credits
Solo dev using exclusively stretched/squashed primitives and free Asset Store particles/sound fx/skybox. Music and "switch" noise by me (and some very good arp/fx presets in Native Instruments). Feedback system (and ground texture) by MoreMountains* Impact noises and particle sprites are from asset store and shouldn't be rated