No problem, and also one thing I forgot to mention was the reflections bleeding through from the cat place into the outside hallway, to fix that you’d set all your level geometry to static and bake a reflection probe (and a lightmap). This might make the game darker as well, but to fix that you’d increase the exposure via post processing (maybe need to tweak the contrast as well if it doesn’t look so good). Also, turn on ambient occlusion in your lightmap settings, and turn on cast shadows for the spotlight flashlight the player has, this will make it so things look more “correct” / make things look less “flat” (if that makes sense)
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Yeah it definitely makes sense, that was something that we didn't know how to fix as well. We just approached baking the lighting to save performance, but it makes sense to change the settings of the surfaces that it affects as well. Great tips! The whole point of this jam was for us to grow as devs and you are helping in that process for sure