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Circular is a speed-oriented game, where the player relies on a quick reflexes and smooth swerving to overcome the onslaught of obstacles. Staying airborne helps keeping momentum going and flying through hoops may result in a great boost!

I was inspired to start the project by doing the Roll A Ball tutorial on Unity's official website along with having played the indie title called Race the Sun quite a lot. After finishing the Unity tutorial, I started my own project and experimented with physics and calculations and displaying those through the game elements.

The game has a procedural level generation which is based on the date, so the layout effectively changes at midnight and is different every day. This mixes things up a little to avoid the player conforming to "the perfect route" but still getting a chance to learn the level. (I will admit to this idea being blatantly ripped off from Race the Sun).

I have released the full game along with two earlier builds, one of which is merely a prototype. These earlier builds do not offer intriguing gameplay as much as insight into my development process. By all means, try them out, - but if you do, remember to play the full version of the game as well!

Developing this game has taught me a lot about the Unity Engine, and although I would love to pursue the future of this game, it is unlikely I will pick up the project again. This is why I have decided to declare the final version of the game released.

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Circular

Circular

Full Version

The final version of my procedural racing game project Circular. Polished and tweaked, it now plays like a game. Although fairly shallow in content, the...

Ball Racer

Ball Racer

Demo

A milestone in the mechanical development of my procedural ball racing game Circular. The gameplay is much more fleshed out, albeit still only perched...

Procedural Racer

Procedural Racer

Demo

The very first prototype of Circular; my procedural racing game project. Mostly for testing purposes, but the first playable version from the early stages...

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