Mobile game with unique gyroscopic controls about the customizable plane in an endless random cave
We are Ukrainian students and it is our first real project! We’ve decided to change mobile gaming world and make something innovative by going Nintendo Wii way and concentrated out effort on the innovative controls.
Completed features:
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Unique control scheme - your device becomes a window to the endless level
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Completely random, infinite cave filled with bonuses, enemies and sharp turns
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Sharp turns mean that you have to rotate your device completely
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Your hands may get tangled in the process, that’s a feature
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THE FLIGHT NEVER ENDS, unless you hit a wall. But the game can be restarted instantly
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We have no designers at all and use amazing public domain art by Kenney
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Plane is fully customizable in a feature-rich in-game editor
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Architecture for the bosses
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Complete tutorial
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UI is built and animated using the new incredible Unity UI system, so it looks very smooth and pretty
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Google Play services. We’ve even contributed to the Unity plugin development, but it went slightly wrong and they still haven’t implemented features we’ve helped them with
Work in progress:
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Sounds. Kenney pack has the sound effects and two amazing composers offered us help us with the music!
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Perks that will change gameplay to make it more casual or hardcore, depending on the gamer preferences
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Achievements
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Boss fights. Imagine trying to hit a stationary object with our controls. You’ll have to make real bombing run maneuvers with your phone
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Social features
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Bug fixes. Who doesn’t have bugs?
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Monetization. We hope to make games for living, so it has to be done. It won’t be bad or annoying as we are gamers, too, and know how painful painful paywalls etc are
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Porting to every mobile platform, as currently we’ve tested only on Android and an old hacked iPad because we have no iOS developer account…
Screenshots here
From screenshots alone, it’s very hard to understand what’s so unique and interesting about our game.
So, here’s a trailer about our studio and our game:
We’ve had some problems, too, with the 2D physics engine. The plane is actually stationary, it’s the level moving around, as the game is infinite and we wanted to avoid rounding problems with big floating point numbers. Level is made of segments, segments are made out of top-bottom block pairs and those blocks have 2D colliders. We have to constantly move and rotate (around the plane) hundreds of colliders that are parented to the different segment objects… You can imagine how painful it was. But we’ve got through and have a good and steady FPS that drops slightly only during level re-generation, as the colliders are being turned off and on during block reusal. Maybe we’ll write an article or a tutorial on that in the future. Two Unity trials on different machines were spent on profiling physics…
And that’s how we work in Ukraine ![]()
Power outages are frequent and usually we spend 4 hours per day with no electricity. Doesn’t stop us from working, though.
We’d be happy to hear any feedback. What do you think?





