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kebabskal

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A member registered Jul 04, 2017 · View creator page →

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Loved it :)

Thanks :)

Feel free to post videos!

Actually. I would mind. It says team red pickxel on it, which is not us. Please remove that if you use the artwork  but check with red so that part is okay :D

No. Try treotenos solution from below. https://forum.unity.com/threads/crash-openadapter10_2.702962/#post-4707890

No idea! :)

thanks! Yup aware. I think it happens when you put down a block on a non attached block and then pick that up or something like that.

Totally agree.

If we expand on this, we'd experiment with adding more systems to manage rather than making stuff faster and more dense etc. 

I think there is an intensity-sweetspot somewhere in there. For me that is probably quite a bit slower and more chill than what this ramps up to currently. A bit more thought, and a little less reflex. Experimentation will tell. 

And like you say, further expansion would also need a structure that feels less arcady. Adding different sections of the river with specific challenges and hazards, some npcs for immersion and charm and a solid end goal would go some way towards that. 

Thanks!

Thats awesome! Thanks a bunch :)

48h, but still ;) Thanks

There is one! On xbox its back/view Careful tho, doesn't ask for confirmation :D

Music is sweet! :D  Gotta love some vocals!
Not sure of the mechanics. Nothing seemed to happen when I clicked and WASDed?

Music is sweet! :D  Gotta love some vocals!
Not sure of the mechanics. Nothing seemed to happen when I clicked and WASDed?

Due to technical difficulties, we missed the deadline. Here is a download link for the game: https://www.dropbox.com/s/dycw88as50b527x/danger-dash-win.zip?dl=0

Due to technical difficulties, we missed the deadline. Here is a download link for the game: https://www.dropbox.com/s/dycw88as50b527x/danger-dash-win.zip?dl=0

(1 edit)

The lighting effect is very simple. I have two identical cameras, one renders lights on a black texture, one renders everything else like usual to another texture. A third camera renders two fullscreen quads, the lighting one uses the "Particles Multiplicative" shader in unity, the other uses the "Textured Unlit" shader.  Works fine even with colored "light blobs".

The laser is  a line renderer with some particle systems, lights and sprites at the start end and middle.

Hope that helps :D