Oh okay, gotcha. Cool, I'm excited to try the next one! :-)
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This looks very promising, and I love the style! But I'm not sure I completely understand how the gamepad controls are supposed to work... Keyboard/mouse controls I have no trouble with, but I'm using an Xbox One controller (over Bluetooth FWIW) and RT shoots left, LT shoots right, both triggers together shoots forward, but RS only seems to allow you to aim ahead or behind.
Maybe I'm missing something, but it seems like simply being able to aim in 360 degrees with RS would make more sense and be more comparable to the mouse aiming? Or maybe something's up with my particular controller situation. Just my 2 cents.
Nice! Very interesting atmosphere and I'm curious to see where the story will take the little and less-little fish :-P. Also, I dig the dither effect and the toon shading. Found the controls confusing at first, but I eventually got the hang of them and they are suitably fishy.
Hi there! I enjoyed playing this and I like the palette and overall aesthetic of the game; reminds me of the Sega 32x I owned and played for a while as a kid.
I'm curious how you achieved the quasi-CRT effects? I also fiddle with Unity and the render look you achieved is close to what I am going for: 1) low-resolution 3D rendering with a slight blurriness (RenderTexture with bilinear filtering, I figure?), 2) a kind of iridescence/rainbow-sheen effect at edges, (but no attempt at scanlines as far as I can see, which I think is wise since it often looks too weird), and 3) a slight curvature to the end result.
Anyway, did you write/use shaders to achieve the iridescence and curvature? If you used an asset, which one(s) was it? If you wrote code, any pointers on what I should look at to get an idea of how to achieve those effects?
Loved this, especially the smooth & simple controls! I'd love to see tile-based FPS movement more often, especially on mobile. (And I say this even though I'm a huge fan of fast-paced, old-school FPS gameplay)