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Cool (: I thought the visuals set a fitting atmosphere. They did become a little jarring for me when the view consisted of both the rocky floor and the rocky corridor. I'm not too sure how to make it smoother while staying within the limitations and without sacrificing detail. Maybe just use all simple textures, like the dark floor? Anyway, it's still fun to me

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Glad to hear you like the visual style! One thing I wished I had paid closer attention to is making sure that there was always contrast in whatever you looked at- from the walls and floor contrasting to give a sense of spacial presence to the items rotating and having clearly defined shapes. Unfortunately, I made the texture randomizers have the option to closely match walls and floors. Sorry for that, and thanks for playing!

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Impressive work, Josh. I think what would have worked best is if it didn't render far-away textures. I can tell what's happening close up, but far away, all the textures wash together into a blur. Anyway, well done regardless.

Thanks for the compliment! I thought about distance rendering early in development, but never really did anything with it. I could have turned the camera clipping up more, but I also wanted the player to be able to see important objects from far away (those being animated helped a lot!) Thanks for playing!