WOW you really cooked with this one. Honestly I'm so impressed, there's so many clever design decisions here. The choice to not show the player their oxygen remaining, the choice to use orange lights in the environment that look like enemies, the choice to have the player switch between items. All of those work together so well to contribute to the tense atmosphere. I also love the shader work you've done, I'd love to know how you achieved this style. Only commend it probably a damage indicator for enemies that take more than one hit, it's a switch up from everything previous so it's hard to tell. Nothing else to say, this was amazing, probably my favorite entry so far. You've improved a ton since last year visually and it shows! fantastic work :D
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Thank you!! Glad the atmosphere hit!
For the visuals it's a mix of using a render texture to have a pixelated 3d look, post processing with the main aspects of it being the shadows, mid-tones and highlights, I made the shadows quite dark and have a dark blue tint and the mid-tones have a yellow/green tint. The default fog is used, experimented with finding a nice density and color for that. There's a full screen shader graph material that has dithering and posterization. Screen space ambient occlusion is also on. But the main unique aspect of the visuals is that the camera is orthographic and not perspective, it's a pretty cool look but made the code for aiming to the mouse a lot trickier -_-
That is a very good point on enemies that take multiple hits, I never really considered this much so I'll think about what could work. I appreciate the kind words, happy to hear I've improved! Hope to continue that upward trend lol.