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(3 edits)
  • Modeled a mecha character in Unity and animated it using Unity’s animation clips. No rigging needed since the mesh doesn’t need to deform.
  • Wrote a bunch of shader graphs for most of the visuals, and a post process outline shader. Animating between them and blending between different colors.
  • Followed some VFX tutorials for making a jet engine thruster VFX, shield VFX, laser VFX, slash VFX.
  • Also have intro, win, and lose game sequences.
  • I made a destructible level using Unity’s terrain system to punch holes in it, and spawn in “Panels” with some random animated properties that get “sucked in” to the black hole. Spent a lot of time on this concepting it and then making it performant enough so I could get the whole level crumbling without lagging out.

Sadly all of this took so long I didn’t spend too much time on making the gameplay as deep as I wanted to and it was hard to balance the boss. I thought it was too easy but everyone playing it was struggling.

https://itch.io/jam/acerola-jam-0/rate/2579700

Actually impressive, you really crushed it with the models and all of the VFX and shaders. I can feel you when you talk about balancing, my game features a little minigame part, which went through numerous balancing iterations and still resulted quite difficult for some people. Don't worry too much on what you couldn't do in time, we had just two weeks after all. You really did a very good job here my dude, keep it up :)))))

Also, good luck with the results and all the rest <3