I thought the writing was excellent and really enjoyed playing! Only thing I didn't like was the TTS voiceover, I found it distracting from the great writing, would have preferred no voice or option to turn it off. As you're using AI for voice anyway, there are some better free offline options like https://voicebox.sh/. I was getting some LA Noire flashbacks when playing!

thehen
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Excellent feedback, thank you very much! I have that exact Mac mini in the office so I will try and repro today. Sounds like the game is GPU bound for some reason. Any chance I could get Chrome version too? The executable shouldn’t have this issue, it’s just the WebGPU graphics api in Unity is a bit experimental still.
Totally agree with the UI as well. I was trying to go for something minimalist, but feels a bit placeholdery for sure.
Thanks! Haha cool that you noticed this, I spent a disproportionate amount of time on it. I have a lot of blurred transparency in my UI, and fog of war is always a solid colour, so I really wanted to do it differently and show unexplored area as negative space to show the game through. It absolutely killed my fps to begin with, had to do multiple rounds of optimisation!
Hey, thanks very much! I gave a talk a few years back on 'mechanic driven design' and talk a lot about contextualising mechanic through narrative, visuals etc. which is what I think you're describing! https://drive.google.com/file/d/1I8YNLb_4qLLlmxCTItkFQe04Zv9mS-7G/view?usp=shari...
Happy to chat anytime about game design!
It's a five stars from me!
The first character design made me laugh out loud - so cute! Amazing attention to detail, loved the audio - especially the text sound, and character shadows were a great touch. Seasons changing too!
I hope you continue working on this and bring it to Switch - I would buy it!

Hey, thanks for playing!
Yes I totally agree regarding single player. I was thinking something like Caravan Sandwitch for single player world design. Maybe ruined towns/villages which you bring back to life and people populate. Also like the idea of being co-op as well - think it would be a really nice experience if you and some friends were just cruising next to each other, leaving a trail of fauna. I need to spend some time thinking about exactly how gameplay would work - maybe you can get off your hover bike, there's different vehicles, missions etc.
Wow thank you so much for the great review!
All the grass/flowers/particles are compute shaders. I used this tutorial as the basis: https://www.proceduralpixels.com/blog/custom-gpu-driven-rendering-in-unity. I would make the shaders in shader graph myself first as was easier to iterate and get the look right, then port to compute for better performance.
The secret to browser performance was using WebGPU graphics pipeline so I could do a bunch of stuff using compute shaders. There’s an experimental setting on Itch io to enable it. It did break a lot of stuff though, including GPU occlusion culling which I reported to Unity as an engine bug!



