Great job! How did you guys get the damage screen effect to work in WebGL? I know you can't use post processing so I am impressed.
Actually you can now use postprocessing in webgl ! We use some depth field and color correction, but the damage effect is not actually done with a postprocess.
We have quite an original way to make assets : textures are not drawn using normal colors, but instead look like this :
The idea is to make the rendering using a palette of 4 color : in the texture, the red component is the amount of the first color, the green the amount of the second, etc. It forces artists to use a reduced amount of colors, which is great for graphical coherence, and it allows us to vary the palette over time to do a lot of cool effects. Because palettes are just a set of color, it is possible to mix them using the Color.Lerp function.
When the player gets damaged, we make all palettes turn into black except for one color that is very bright white (it allows hdr colors to make things glow), but it's also used to make the day/night effect more visible, and to make the enemy hurt animations. I really love this system, it's quite powerful !
Hey ! We kept working on the game, it's now titled Midnight Blood Rush, you can play the demo here : https://guilloteam.itch.io/midnight-blood-rush
I hope you'll have as much fun playing it as we had making it ! And stay tuned for the full release !