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Heyo! First of all, so happy u enjoyed your time with our little game eheh

I'd also love to tell you a bit about the graphics:

In essence, the whole aetshetic tries to mimic a retro arcade experience although with a very bloomy, sometimes almost trippy feeling and lights. So fromt his one of the big points are pixelart (from the sprites to the background I think the only things that ar enot pixelart are the UI elements themselves like the health bar and the overheat meter which are all Unity standard UI elements but either using a material made form a procedural shader or just form some textures with some "color dye" per say.

Other than that, the player ship is just a sprite from an asset pack with a shader material on top of it to give it a more abstract, almost cubic look and the enemies follows the same logic but with a different color and a softer effect.

The environment itself scrolls with some parallax, with th borders, background and galaxy, stream like thing being all separated form each other and having different emition masks and values shifitng around to give it a pazzazzz feeling. 

There also some particle system here and there with the "stars" passing by in your screen being one of them were u just scroll and shift around all this particles with some noise and varying speeds.

Besides all this the patterns of bullets are all prefabs and being spawned in (that s one of the parts we d like to touch up eventually).

And a good amount of post processing as I already emntioned with the bloom, but other effects like a soft chromatic aberration and lens distortion to ehlp build the "arcade screen" effect and some slight color correction too.

Hope this gives a better view of the whole process, anything more specific feel free to ask ^^