Nice work! I like the artwork and level design, and the little progress indicator at the top was a cool idea. It took me a minute to realize the pipes were solid, maybe they could have a white outline like the wall tiles?
nomes
Creator of
Recent community posts
Very cool! I really like the lighting effects and the controls--the way the camera followed the cursor a little was a nice touch. The screen shake does feel a little jarring--I think at this resolution, it's hard to make it smooth enough to not be. I enjoyed the last level, where I was taking out the enemies one by one until I started feeling overwhelmed and panicked and blasted my through to the exit!
Thank you! I really appreciate the compliments. The OST is actually randomly generated as you play (not sure if that was super clear).
And yeah, it's so cool that PICO-8 games are shareable as PNGs :) I actually didn't realize that until I'd been working with PICO-8 for a while, it's such a clever idea on the developer's part.
Super enjoyable game! I really like these kinds of puzzles--it reminds me of old zelda games where you slide around on ice (or was that pokemon?)--and the enemies were a really interesting twist! The puzzles were satisfying and I like how quick you can zip through them. Dividing up the rooms into levels felt a little awkward, and replaying the whole level when you die gets tedious though.
Hey, I absolute love these, they're adorable! There's some really neat shader tricks I picked up reading through the code. I actually tried to adapt a few planet shaders onto ray-traced spheres in Unity: https://garden-naom.itch.io/tiny-galaxy
Looks like you've got quite a list already, but here's mine if you get to it! https://garden-naom.itch.io/jupiter-contract
Learned how to use heck out of Unity's render textures, sprite masks, and layers to create a split-screen game on top of a 3D background, with in-game cameras to boot. I love when you try something that feels super hacky it works perfectly.
Also pixel fonts in Unity. Although I'm not sure I learned about them so much as thwacked it until it worked lol.
Haha if you're talking about the 3D math, it's mostly in https://github.com/noaner/kuiper-shift/blob/main/src/math.ts -- sorry, it's a little messy. I worked off a few tutorials but relied a lot on this one: https://www.3dgep.com/understanding-the-view-matrix/. Figuring out rotations was the hardest part (but important to making the ship controls feel natural!). I wound up using matrices and referencing https://en.wikipedia.org/wiki/Rotation_matrix quite a bit. And tbh a lot of it was trial and error--I still don't know how or why some of it works.