Thanks! I'm glad you liked it! 🥰
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Really cute character animations! Love the out-of-focus foreground layer and good choice of music as well. The scene transitions didn't really work well for me (probably cos I'm using a browser haha) but I would also recommend just focusing on one really good (and large if you'd like) level, especially for a jam. Having a short but beautiful and well-crafted level beats multiple scenes of repeated content any day. Good job on your first game, and I'm glad you had fun!
Thank you so much! The effect is known as Dithering, you should be able to find tutorials online about it! I was actually inspired by the game "Return of the Obra Dinn" to use it. If you're interested in the technicalities, I did this specific effect in Unity's URP like this:
1. Make the scene black and white with a Global Volume
2. Make a Dither shader + material with Shader Graph
3. Make a Blit Render Feature to render the visual output using the Dither material
4. Tweak Fog and Ambient Lighting in the Lighting settings to reduce vision
Hope this helps, and thanks again!
Wow, this has to be the best-polished game this jam! As the others have already mentioned, a lot of attention has been given to make the controls tight and the actions juicy. Something that I appreciated is how well balanced the ammo bar is, where I can't spam it mindlessly, but I also always feel like there is a lot of action going on. Great job!
Thanks, I'm glad you really appreciate the sound design! I've worked with horror before, so I managed to salvage some assets from there, and I took some sounds straight from Among Us as well. Some sounds are my own, e.g. the voice is done by distorting my voice heavily in Audacity! Finally, I use Unity's Timeline and Animation Events to sync up the audio in-game ✌️
This game was a lot harder than I expected, the tails of the rocket made it that much more challenging and fun! If you were to polish this game in the future, an easy improvement would be to play with the scale and rotation of your asteroid obstacles, so they feel less like the same asset.
Interesting idea to horde more playable characters in an endless runner! The game seems to be running a lot faster for me than in your GIF, I suspect it is due to you calculating events by frame instead of time? Might also be why a few others have mentioned that your game is too hard/fast!
Very interesting idea! I really loved it at the start, but it got progressively more unforgiving and felt like trial and error towards the end. Would have loved to see more interesting shapes like the arrow but also clued better - for example, it could be clued with an empty sign that points in the same direction as it.
Wow! A very well executed Metroidvania with its own unique mechanic. Orbs serving a dual purpose of holding down buttons were amazing, and the enemies that could turn into orbs was mindblowing. If you wish to expand on this game I would recommend using a grid-based system over the current system to better align with player intent.
Well polished game, the animations and sound effects are very satisfying! I think that adding some synergy between the characters will help this game a lot, it currently feels like each player is playing their own game. An example would be to make missiles that are hit by petra's attacks explosive!
Very unique concept! I'd love to see some sort of rhythm element incorporated, or maybe a background that moves up as fast as the lines do, so that the gameplay feels more intentional rather than trial and error
Ooh I've never seen competitive plinko before, great concept! You should market your game based off that instead of the snails 😂 tho I have to admit they are really cute. Love all the small details like the paddle turning and the numbers on the snails!
I love the idea of being able to carry your trash can around, it makes for some interesting choices in the game! I can imagine a co-op version of the game where both players share the same bin, it could really cause some chaos haha