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Color5's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Art | #1 | 4.571 | 4.571 |
Presentation | #5 | 3.857 | 3.857 |
Overall | #7 | 3.586 | 3.586 |
Use of the Limitation | #9 | 4.071 | 4.071 |
Audio | #21 | 2.714 | 2.714 |
Gameplay | #24 | 2.714 | 2.714 |
Ranked from 14 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Team members
Alfenhose, k0cc4
Software used
Unity
Cookies eaten
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Comments
Lovely world! I included it in my Mini Jam 46 compilation video series, if you’d like to take a look. :)
It looks amazing! I can't believe it has only 5 colors :O
This game looks WONDERFUL - unless you're underwater - but there's no gameplay. Still, I'm amazed you made this in around 3 days!
Very nice shader! Simple but cool little experience :)
Just played the game and I can say that even if the gameplay is very basic, it works well. Also not sure if the game have any links with justice ? But the game looks ABSOLUTELY GORGEOUS ! The shader you made give the game a such unique style ! The map is well done, the 3D models as well, there is a lot of details (even chickens that are animated and walk !) It's very cool guys, you did a good job !
I have never seen shaders like these, the outlines, dithers, also not to mention the reflection of the water on the surface in the water is super cool and almost like real.
AND CHICKENS :D
Thanks!
Although it should be said that the water came from the Gaia asset package from the store, although it was severely modified to work well with our shaders and get the effect we wanted -- the main thing we did is the dither and outline shaders, along with a few more things ;)
Your shaders are flawless. If it weren't for the dithering necessary to suit this limitation, I would say this was the best looking art I've seen in any Mini Jam to date.
I've got a couple of technical questions about the shaders.
Are you accomplishing the black outlines using post processing?
Are you using the LWRP stuff?
Is there a tutorial or some other source info you used to get to this point?
Thanks!
Everything is done with post processing. The outline, and the dither. The shader looks at depth difference between pixels, and if it is large enough, it makes the pixel black, in addition to this, we also outline pixels based on normal difference, as well as luma difference. We are not using LWRP since the depth-normals map is not supported for this renderer.
What a fantastic-looking thing!
Thanks! We worked a lot on shaders!