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I have a couple of them! First off, how was the level geometry created? Did you model and texture map it by hand or use something more procedural? For my project I used marching cubes and a triplanar shader to procedurally generate a few different types of cave system.

How was the dithering effect achieved? I've used Godot a little bit (excellent engine choice by the way, open source ftw) so I don't know if it has a built in full screen dithering shader or if there is one available. If not how does it work?

Were there any features or mechanics that you considered and cut for time or some other reason?

Thanks :)

All of the level geometry I made in Blender and there's only like 3 or 4 textures in the entire game lol. This was my first time making any kind of level geometry so I pretty heavily relied on repeating textures to skin everything. Your method sounds cool, I just basically pulled on vertices until I had something that looked acceptable.

Dithering effect was achieved with a shader I found somewhere... In Godot you just use a fullscreen ColorRect node and read the screen texture in the shader. Same goes for the CRT effect.

Originally the game was going to be set in a space station and be more puzzle/exploration oriented, kind of like an escape room. I was having a lot of trouble stringing things together and filling everything out so like halfway through I scrapped it and went with this linear environment instead. I worked on a "lost woods" style mechanic where you had to navigate through a maze of hallways and taking the wrong turn would teleport you back to the start. I was really proud of that as the teleport worked seamlessly even when carrying an object and in any possible orientation, but unfortunately I didn't think it really fit with the game's final environment so I cut that. I also had a big cable that you could drag around and plug into different sockets, but it was a bit janky so it didn't make the cut either. The lasers in the calibration room originally were intended to start with only one on and then you would point them to another node and they acted like mirrors, but it was difficult to make a puzzle out of it.