https://play.google.com/store/apps/details?id=com.squishmobileprductions.wormholerunner
Windows PC version is also attached as a ZIP file!
Latest addition is multi direction tunnel pieces (really just donut shaped pieces that converge to the same point no matter which way you choose lol) and a big room with a "boss fight" at the end of round 1 (made it early in the game so you don't have to play a bunch to get there, this will probably appear at a later stage eventually)
The boss fight mechanics work like this : (SPOILER!) the boss has a shield that reflects all incoming shots back at the player. Every now and then the boss shoots at the player, the shot will explode after a few seconds with area of effect but if you shoot it first then it "drops" a powerup you collect and shoot at the boss which lowers the boss shield for a few seconds allowing you to damage it.
Gameplay video:
Boss fight video:
Windows controls (not documented in game yet as this is mainly meant to be a mobile release)
MOUSE to navigate direction
MOUSE LEFT CLICK or SPACE BAR to shoot missiles
W - boost speed (gives you extra points)
S - slow down (costs you points)
B - cheat mode (full stop)
This is an "endless runner" style of game which uses procedural generation to create a "wormhole tunnel" that the player flies through. Using just one curved tube model and one straight tube model the game generates a random endless sequence of twists and turns to navigate, meanwhile you collect coins and gems and you shoot enemy spaceships along the way to collect drop items that replenish your health, give you a shield or increase your weapon speed. Player speed increases slightly after each "stage" (which is 10 tube segments), and then after 150 tube segments the player speed increases slightly on every segment to eventually force a game over as you lose control and can't avoid obstacles.
Bonus round on stage 5 with just coins, no obstacles or enemy ships!
Design details:
This game was made with AppGameKit Tier 2 (c++). The tunnel is actually only ever 4 segments in length. As soon as the player flies past the second tube segment the first segment is deleted and a new segment is randomly added to the end. The coins, gems, blocker objects, enemy ships and particles all "belong" to the tube segment in which they are generated, and anything left behind gets deleted along with the tube segment. This keeps the overhead low at any given time to keep the performance/frame rate high. Currently the game will lag slightly on weaker mobile devices when you have collected several weapon speed power-ups and hold down the fire button.