I ended up just spamming the interact button on everything until I found something. Haha. Good submission. Some hints or clues, and maybe some consequences for spamming - could go a long way if you ever update this.
Terrific 3D
Creator of
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I'd love to rate lots of games, but if I have to download a bunch of files it just slows things down... So if you have a browser playable game, please post it here and I'll definitely give you a rating!
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And if you'd like to rate mine, its: https://terrific3d.itch.io/all-for-the-biscuit
A gameshow designed around the theme, loosely based on storage auctions like Storage Wars, but with cookie themed twists and few minigames. Lots of content was cut for time, but I hope you enjoy what I managed to cobble together in a week!

https://terrific3d.itch.io/all-for-the-biscuit
Playable in the browser! It's a gameshow based on the theme! Lots of planned features were cut for time, but I'd love if you'd check it out!
This is so good! The visual cues was something I was planning to add but ran out of time, but the AUDIO IS BRILLIANT! With some more waves and some level design and maybe a few more management tasks, something to spend money on, and this could be a hell of a game :D
And the audio stuff I had the same issue with no matter what the audio levels were so erratically different in the WebGL. I think maybe setting the music file to Load Type: Streaming might've helped but instead of experimenting with that I just deleted the music from mine, personally 🤣
That was actually super quick :D I already had a tornado and tornado shader from KriptoFX's Realistic Effects Pack 4, and I love whipping up particles and quick prototype 3d bits.
The fun part was programming the tornado to regenerate its energy based on the terrain splat maps containing sand, and take damage while over water or climbing too high, allowing me to paint actual gameplay with the terrain. It's something I've used for dynamic footstep sounds, but I think was usage is much cooler.
Yeah I put in a good amount of hours and worked my heart out on my Day 3 project only to have nobody pick it up (despite it being a decent project with lots of potential).
However, because I put so much work into it and ended up with so many unfinished plans, I now have a perfectly good starter project to pick up as a hobby in the future and finish up.
Always gotta look on the bright side. The purpose of competition isn't always to win, but to see and share what you can accomplish
For URP:
using UnityEngine.Rendering.Universal;
using UnityEngine.Rendering;
using UnityEngine;
public class VignetteManager : MonoBehaviour {
public Volume volume;
private Vignette vignette;
private void Start() {
if (volume.profile.TryGet(out vignette)) {
// The vignette was found and assigned successfully.
// You can now use the 'vignette' variable to modify the vignette properties.
}
}
}
using UnityEngine.Rendering.PostProcessing;
is the namespace:
public PostProcessVolume postProcessVolume;
private Vignette vignette;
is the volume
if (!postProcessVolume.profile.TryGetSettings(out vignette))
{
Debug.LogError("Vignette is not found in the Post-Process Volume!");
this.enabled = false;
return;
}
gets the vignette settings
then vignette.intensity.value controls it
using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.Rendering.PostProcessing; public class VignetteController : MonoBehaviour { public PostProcessVolume postProcessVolume; private Vignette vignette; private float startIntensity; public float maxIntensity = 0.7f; // You can change this value to your desired maximum intensity public float decreaseSpeed = 0.5f; // The speed at which the intensity decreases private void Start() { if (postProcessVolume == null) { Debug.LogError("Post-Process Volume is not assigned!"); this.enabled = false; return; } // Try to get the Vignette effect from the volume if (!postProcessVolume.profile.TryGetSettings(out vignette)) { Debug.LogError("Vignette is not found in the Post-Process Volume!"); this.enabled = false; return; } // Cache the initial intensity startIntensity = vignette.intensity; } public void SetVignetteIntensity(float target) { float targetValue = Mathf.Lerp(startIntensity, maxIntensity, target); if (targetValue < vignette.intensity.value) return; vignette.intensity.value = targetValue; } private void Update() { if (vignette.intensity > startIntensity) { // Gradually decrease the intensity over time vignette.intensity.value -= decreaseSpeed * Time.deltaTime; // Make sure the intensity doesn't go below the initial value vignette.intensity.value = Mathf.Max(vignette.intensity, startIntensity); } } }I thought of that! There's a script somewhere in there to show indicators based on the current order needs, to help navigation, but I didn't finish. Like you could hold up to three or something...
I don't want to say too much but I didn't have very much time, and now its opportunity for someone else to pick up the loose threads ;)
Haha! I added new characters too! But in a very different way (https://theterrificjd.itch.io/pizzeriaperilous )
Super cool to see what you did, and omg ketchup on pizza 🤣
(If someone takes over this project, feel free to also download mine just for the characters I made, consider them 100% cc0 free to use)
https://theterrificjd.itch.io/pizzeriaperilous

Plenty of directions to extend gameplay (if that's your thing), but good enough you could leave as is.
Plenty of opportunities to polish small stuff like UI/Sound Effects/Music (if that's your thing), but good enough you could leave as is.
Guaranteed recipe for success (and pizza!)
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IF you also extended any of the Pizza-ed branches for your Day 5 submission, feel free to advertise them here, we can have a nice collection of Pizza options!













