Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags

Well implemented concept! It's good to see that you expanded on the initial idea in ways which fit well with how the player interacts.

Nice use of effects, shame you couldn't get them to also function in the WebGL build. I'd be interested to know which version of Unity, graphics pipeline and post processing stack you were using.

To keep the pace going, it would be nice if the shot fails, the player can quickly get themselves reset for the next one. Likewise if I succeed, I'd like to get that feedback straight away.

(+1)

Thanks for your feedback Chootin. A lot of other people have given me similar feedback in regards to restarting quicker. Initially, I added it in as an instant button that appears but I thought people might click it instead of waiting for the 'next level' dialog box. It seems I was wrong haha!
I used the standard post-processing stack that you can get from the package manager window in the editor. Effects used were bloom, exposure, chromatic aberration (when you drag the ball and everything shifts) and I made a screen shake script instead of animating the camera. The graphics pipeline (or render pipeline?) was the standard one. I didn't use the LWRP one as I didn't use any shaders.
I think your game would look pretty cool with some bloom :)

We chose the LWRP specifically so that we could easily implement that drawing behind other objects feature for the ball and goal flags. It was a little risky as we hadn't used it before.

Also I was going to use the shader graph, but ended up having to code the shaders I needed myself to get access to some extra features.

Bloom is darn fine, I like it wherever I can get it usually. Although on this project I was more focussing on making those bright materials and textures pop as I usually struggle to get vibrant colours into my work.