why thank you, its a shader graph job that samples orthogonal matcaps using post-animation world space normals. Rendered two different sets of spheres in blender for the matcaps, one shiny/reflective, the other reflective but with a bit of roughness, and blended between the two using a third uv-mapped texture generated using 1d voronoi noise. All because URP web build doesn't have ss reflections, at least afaik.
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I had the same problem, but think I figured it out. the icon in the bottom left shows your progress towards outgrowing the current shell. If you trade for an upgrade before time, just sit in the shade with your next shell until you outgrow the current one. it will pop off and you can grab the next
As much as I would prefer getting fire for the controls being sooooooo stupid thank you for enjoying this shitpost! Your happiness is our number one priority wait I didn't have a team for this one because it was a joke huh
This "game" was intended to be a shitpost and you're supposed to say "the controls are the WORST damn you for making this" etc
Thank you for the kind words though! Also thanks for helping make it look good B-)
Way to freaking slay the theme! Absolute best use of trash palette among all entries. The game feels enormous even though its pretty small. Amazing execution. Also the fact that the "trash" slider influences both controls and visuals is super impressive. Even on the second-to-lowest setting, in the map, the looping cursor movement is hilarious. Genius. Genius.
This is the scale and immersion is incredible. This is what I've wanted to make but don't know how, you nailed it. Looking forward to seeing your future projects!
The credits made me laugh so hard, thank you to "the internet" and "penguins" lol. Thank you for making the battles one-shot kills (about right for a jam entry!)
Great retro RPG vibe and cannot believe you have a complete working inventory and shop system.
Excellent sense of humor, i enjoyed this one.
Love the jetpack mechanic. Level and platforms are too small relative to jetpack thrust. The rockets felt really good as a mechanic, with level design and some happier-place art this will be really cool!
Temperature (and smell) are really really hard to convey in digital media but you guys nailed it. Bokeh, red grading + audio + ui all work in harmony. I feel physically relieved to get into a pool and cool off. Awesome.
Time gates are too tight and i didn't know you had to wait to outgrow current shell to upgrade until 3rd playthrough. Otherwise an awesome experience!
I had the same problem and this explanation helped. Think an on-screen prompt "press space to interact" or even just "press space" that pops up when you're at the first npc would solve everything.