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Ah I see what you’re saying. That’s an interesting take on the mechanic. It definitely incentivizes gambling. I’ll have to tuck this idea in my notebook for if I try to make a full post jam version of the game. Thanks for explaining!

If by splash you mean the enemy death and projectile death effects, then yes, they are particles.

(+1)

You're welcome! Yes, enemy death and projectile effects. How did you get shadows on the particles?

I’ll try explaining in Godot terms since that’s the engine I’ve used. The entire game has a ColorRect as an overlay and it’s got a shader on it. That shader is a modified version of this one: https://godotshaders.com/shader/2d-drop-shadow/

Ah, nice! Makes sense to do indiscriminate shadows of everything when you're going minimal! I didn't think you could apply a shadermaterial to a gpuparticle.