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 :)