I saw that you were giving controls for bot a keyboard and mouse so I played with both! The player movement in this game is very floaty and can be hard to get used to. For some reason, it was easier to grasp this floatiness when I played with a controller. I really liked your use of physics objects for the puzzles. The general aethetics of this game is giving me liminal vibes, maybe its the shadows (dont take that as a bad thing, i liked it). I would appreciate there being a more clear ending to the level as I had missed a few coins. Maybe I still pass but with a lower score? Overall I think your game is very unique and I need to know what shader you used for the game (it looks reallllly good on the coins)
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Maybe playing with a gamepad feels better because the analog sticks allow for smaller forces. Like with keyboard it will always accelerate with full force.
The shader used for the coins is this one: https://assetstore.unity.com/packages/p/urp-simple-toon-shader-243515 Sadly it only supports one directional light and no shadows like most of those shaders, that's why they glow in the dark.
I changed the light attenuation function to be very sharp. As in all lights have the same brightness up to their range and then quickly fade out. One has to edit a file for that, I only edited the upper function: https://docs.unity3d.com/6000.0/Documentation/Manual/urp/lighting/custom-lightin...
I made a custom shader for all materials based on the shader graph example code for the cel shader but actually used the "Simple" shader route and modified it again to be very binary. Instead of producing a gradient I added some math nodes to multiply it with a big number, limit and round it to have a near immediate jump from 0.0 to 1.0. Then added some routing for specular highlights but there is a big in there that I haven't fixed yet. This example package, look at the "cel shading" code: https://docs.unity3d.com/Packages/com.unity.shadergraph@17.0/manual/Shader-Graph...