Overclockalypse is a game that was meant to be 50% metroidvania, and 50% physics game. Unfortunately, as development progressed into maybe the third region, it became abundantly clear that merging those two was only a great idea in my head. I still like a lot of the core concepts and (fully produced... ugh) jokes added to the game, but it's going to need to be redrawn from a more basic level.
On the bright side, I got extensive experience with Unity. I also had the opportunity to improve on my Blender skills. Everything in the game had to be renderable in real time, and this was substantially before Blender introduced Eevee, so the whole thing was modeled and tested with Cycles. (SketchFab is all about real-time modeling, though, so this is a closer look at how it appeared as a title screen.) Looking back, today I would have the title be drawn on the whiteboard with an animation complemented by marker squeaks; but I wasn't sure how to accomplish that at the time.
The bouncing gear was actually done with physics emulation at the time; but today I know better and would simply have it animate along a curve. That would have saved me a lot of time dealing with the gear hitting some protruding part of the whiteboard and spiraling out in a dissatisfying fashion. You really learn to appreciate the sheer quantity of non-polytope curve models in Blender after experiencing that. Bézier4EVA. You'll also see an example of an early experiment with breaking glass, which I immediately knew required more explosive force behind it. These were easy fixes, but as the project is on hold somewhat-indefinitely I put them down for a future date.