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First off, thanks for the amazing review! It means a lot to me, especially for a game like this where I took a lot of risks of players totally missing the details.

Second, nice job on actaully making it to the end! Hopefully my inability to texture anything other than derpy sheep face wasn't a big enough detriment to the reward of the win screen. The game was intentionally brutal especially near the end. Glad you caught on to the level count mechanics and the infinite retries.

Rising sheep give an extra boost to your jump based on their velocity which is higher when they are lower. It could probably use some tuning. As for the death fall, my intended solution was to speed it up a little every time the player dies. I ran out of time though to implement and tune that correctly without ruining the effect of the nightmare fall.

As for the nightmare fall effect, I had three instances of a VFX graph with different densities. It was basically the default VFX system with a box volume spawner and a very tall and fat bell curve for time over lifetime. What really sold the effect was the environment shaders. So there are white walls around the playable area to hide the bottom of the skybox and then there are the two platforms. I made shader graphs for them that unlerped the camera's global y position against two constant heights and used that result to lerp the main color between white/brown and black.