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Devlog #005 - Obstacles and Hazards

  • Writer: Supernova Studio
    Supernova Studio
  • 1 day ago
  • 2 min read

Hey Runners! 👋

Hope you guys are doing well.


So… we all know Funnel Runners is already chaos. Tornadoes, storms, buildings falling apart. But chaos by itself isn’t enough, right? We wanted the city to fight back in smaller, meaner ways too. That’s where obstacles come in.


In this devlog, I’ll show you how obstacles happen, which ones we currently have, and the kind of “oh no” moments they can create during a run.

Are you new around here? Don’t worry, quick recap:

In Funnel Runners, you have ~20 minutes to loot the city, fix the van, and escape before the EF5 reaches you. You can do it solo, but it’s made for co-op chaos with friends.

👉 Join here: Funnel Runners Discord

What are obstacles?

Obstacles are basically consequences of the weather + destruction systems. They’re not random “traps” placed for no reason. They show up because something in the world got hit, broken, or thrown around.

They can slow you down, force detours, split your team, or just delete your health bar if you stop paying attention for 2 seconds. Currently, in our game, we have:

Fallen Power Lines

Strong winds can knock power lines down, and they become a nasty hazard on the road. If you walk over one… yeah. Just hope you have enough health to survive the electricity.

Fire

During lightning storms, lightning can strike different objects in the map and start fires. If you get too close, you catch fire. If you panic and run into your team while burning… You might bring the party with you.

Also, be extra careful if you’re carrying something… explosive.

Destruction Itself (the silent killer)

And of course… the big one. Structures actively being destroyed are dangerous.Standing too close to collapsing pieces, getting hit by debris, trying to loot a house that’s literally mid-fall… it can mess you up fast.

The city changes during the run, so a place that was safe 30 seconds ago can become a death zone.

One extra thing (use it wisely)

This one is a little extra for you guys: if you’re on fire or electrocuted, and you get really close to your friend… that status can transfer to them as well.

Do with that information what you will ;)

Before I go…

If you guys want, tell me what you want the next devlog to be about:

  • Lobbies, Solo, and Multiplayer - How we scale difficulty depending on team size

  • Moodlets and Effects - What they do, how they stack, and how they can mess you up

  • Communication and Chaos - Proximity voice, teamwork, and the “where are you??” moments


Also, quick question for you guys:

If you could add one new obstacle, what would you want it to be? How would it be triggered?


And if you’re enjoying the progress so far, wishlisting helps a LOT. 🙏🌪️



 
 
 

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