love this, well done.
would love to see it expanded just a bit more to really wring as much as possible out of the mechanics you've got here.
I like the idea in concept, but I do think it's very difficult to implement in a way that benefits both developers and consumers.
As others have said, artistic is definitely the wrong word, but that doesn't hurt the overall idea at all. I think it's just a difficult problem.
Might be something that's best solved by having an external blog/network/aggregator that promotes 'artistic' games specifically?
Hi, I have a few bug reports.
The mouse cursor isn't locked or confined to the game window, which makes it a pain to play on multiple monitor setups, as you keep tabbing out of the game while shooting arrows.
The movement feels like it has a weird input lag at times. It feels similar to when I've used default Unity Input.GetAxis, instead of GetAxisRaw. Unity's default gravity/sensitivity setup definitely has some weird effects. In game you can see this if you tap a movement key a couple of times, usually you'll start moving for a longer period without holding the key. Not a big deal at all though!
I love the ground shader, and the general aesthetic, by the way! Very inspiring :)
After I start the game, following the splash screens (immediately after the made with fusion splash), a 'Cannot find cctrans.dll' error pops up. The game appears to run fine if I ignore it, though.