How did you achieve this graphical style? I got similar results in Blender with very weak emission materials and no lighting, but I'm curious to see how other people are doing it and I dunno where to read about things like this... I've seen this style of graphics in several games, now and all of them look really cool.
No problemo, it's a fun and hilarious game.
I prefer Imphenzia's method of using a single pixel for each colo(u)r in the texture atlas. The video also doesn't mention anything about how to get the "unlit" look, which is what I was after. Sorry for not specifying ¯\_(ツ)_/¯ still a relative n00b at gamedev/3D. But I think I might look for "diffuse" materials and see what those do.