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(+1)

Thank you so much for the huge response!

I really agree with a lot of things you said here, but I will pick out a few things specifically to respond to:

> I'm surprised how much modelling you were able to churn out in 3 days

While we did do the level design and the character assets (along with rigging!) we actually used some low-poly asset packs from [Synty](https://assetstore.unity.com/publishers/5217). I think the shader saved our butts, as it kept the style really consistent, but not immediately recognizable as an asset pack.

> as when the game crashed near the start of the game

Yes, I'm a bit of a troll. The first time you use the terminal, it says "I better not touch it again. It will probably crash." and then it sets a flag. If you use it again, the game quits, as if it crashes. I know, a bit mean, but I thought it was kind of funny. Hope that wasn't too frustrating for you!

> The controls definitely took some getting used to.

We took inspiration from old point and click adventures like Grim Fandango with something called "Tank Controls". Some people love them, some people (reasonable, imo) hate them. If we had more time, they'd be gone!

>All-in-all, this was a big feat that you managed to accomplish in 3 days.

Thank you so much, I'm glad you liked the game!

(+1)

Ah, I see. The shader definitely made it all feel consistent, so that was a smart move! I mean, I'm definitely not going to judge for using asset packs, I abused used a single sprite-sheet and font from Kenney for my game - as I can't do art to save my life, let alone do enough of it for a 3-day game jam. Especially in 3D!

"Tank controls," that's what it's called! I knew there was a term for it, but I was struggling to remember, haha. I didn't hate it, per se, and like I said, I totally understand why it was a bit more practical for you to use them. I respect the homage to classics.