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It's done! The ending sequence, an abomination and affront to all things good and fluffy:

(I do feel like this is not what coroutines were meant for. I don't know if that's true, but it feels that way.)

In English terms, it's making some stuff invisible, turning off the player's movement ability, moving the player to a set location, and then making some other stuff visible. It's funny because most every other script in the project is generic enough to apply to any situation - all of the interactables function essentially the same way, with a couple of minor exceptions - except for this one giant monstrosity of a coroutine. I'm sure there's some way to make it generic as well, but it's a bit beyond me as things are.