Brace for Impact by worblir
A game by worblir. For the Lundum Dare 47 Jam.
Adrenaline filled chaos. Avoid red. Collect green. Brace for impact.
WASD to move. Spacebar to jump. Move mouse to look around. Press escape to free up mouse movement.

TIP: There are only two loops. Only look out for obstacles coming at you from the direction you start out facing.
NOTE: Windows/Mac/Linux builds look better than web build
Turns out the WebGL build might not support a major shader effect used in the game, so the Windows/Mac/Linux builds will contain the right visuals.
SECOND NOTE: If anyone makes it past round 6, please tell me. I haven't gotten past there and I don't know if it keeps on working. However, it's probably not worth it to try to get past round 6. Your time is more valuable than that.




Credits
Music by Kevin Macleod
EDM Detection Mode by Kevin MacLeod
Link: https://incompetech.filmmusic.io/song/3687-edm-detection-mode License: http://creativecommons.org/licenses/by/4.0/
Laserpack by Kevin MacLeod
Link: https://incompetech.filmmusic.io/song/4671-laserpack License: http://creativecommons.org/licenses/by/4.0/
UCLA Wireframe Shader - https://assetstore.unity.com/packages/vfx/shaders/directx-11/ucla-wireframe-shader-21897
Easy Character Movement by Oscar Gracián - https://assetstore.unity.com/packages/templates/systems/easy-character-movement-57985
Post-Submission Change Log (Bug fixes) - Fixed graphical errors in WebGL build (progress bar, hoops shaders) - Fixed bugs caused by colliding with an obstacle right at round end - Fixed mistake with initial game settings
- Added Windows and Mac builds with correct hoop visuals
Ratings
| Overall | 862th | 3.45⭐ | 22🧑⚖️ |
| Fun | 795th | 3.35⭐ | 22🧑⚖️ |
| Innovation | 229th | 3.875⭐ | 22🧑⚖️ |
| Theme | 410th | 3.95⭐ | 22🧑⚖️ |
| Graphics | 895th | 3.45⭐ | 22🧑⚖️ |
| Mood | 945th | 3.25⭐ | 22🧑⚖️ |
| Given | 9🗳️ | 22🗨️ |
@tri Yeah, I agree. I got stubborn with keeping the first-person camera because I wanted the obstacles to whack the player directly, but I knew from the start it would be tough to tell when you get hit.
@piscythe Thanks for trying it out! Yeah, there was a lot of room for improvement in polishing up the gameplay loop and making it clear what the objective is (e.g. I could have made the incoming side of the loops stand out more). I ended up leaving the game for this jam in a pretty disorienting/difficult state, but it is at least possible to get to at least round 6, theoretically.
Well, I am rate like everything works fine, because idea is clear and it is easy to imagine how fun this game could be.
I may have an idea to solve this problem out though. How about making the plane a bit longer (but still not accesible) and make the flor with corresponding lanes to the loops, which will color when they're about to be hit? I think the best way to describe it is with screenshot concept I have drawn for you. There's an extra field plane that tells you the positioning of the blocks hitting your plane to level the field of perspective.

And yeah, I knew from the start there would be some issues with having a first-person bullet-hell-type game since I'm not quite sure how to make collisions feel "fair" in first-person since you can't see yourself. If I used your system, maybe with some sort of "grid" system with lanes, I could somehow indicate to players what grid squares they are in and whether or not they will be hit by the incoming obstacles. But regardless, thanks for putting in all this effort into your feedback! I really appreciate it
Cool sound too ! :smile:
@nardandas Thanks for trying it out! And I agree with you, I wasn't satisfied with the final game I ended up with during the jam but I decided to upload it anyways and let people at least try out the idea of what I was going for. I think the idea mentioned above would significantly improve the experience by indicating to the player more clearly if a collisions is about to happen.
aside from that I also felt like the way it was projected made it a bit unfair. I don't know if I'm explaining it well but sometimes I felt like it was impossible to dodge from both sides and then at some points I thought I had it.
Most of the time I leaned towards impossible however. I think the fact that it was 3d and everything maybe made it a bit too complex to keep track of both but that may be my noobishness. Overall I think it's a fun small game but it needs some tweaking to keep my attention.