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(+1)

Thanks for your feedback Chootin. A lot of other people have given me similar feedback in regards to restarting quicker. Initially, I added it in as an instant button that appears but I thought people might click it instead of waiting for the 'next level' dialog box. It seems I was wrong haha!
I used the standard post-processing stack that you can get from the package manager window in the editor. Effects used were bloom, exposure, chromatic aberration (when you drag the ball and everything shifts) and I made a screen shake script instead of animating the camera. The graphics pipeline (or render pipeline?) was the standard one. I didn't use the LWRP one as I didn't use any shaders.
I think your game would look pretty cool with some bloom :)

We chose the LWRP specifically so that we could easily implement that drawing behind other objects feature for the ball and goal flags. It was a little risky as we hadn't used it before.

Also I was going to use the shader graph, but ended up having to code the shaders I needed myself to get access to some extra features.

Bloom is darn fine, I like it wherever I can get it usually. Although on this project I was more focussing on making those bright materials and textures pop as I usually struggle to get vibrant colours into my work.