Thank you so much :o! I’ll make sure to check out your game too!
KranberryGames
Creator of
Recent community posts
Ah of course of course! So the first step I learned on my path of 2D lighting was unity's URP. Primary the Bloom effect. Heres where I first learned how to use it :
Alot of that video has to do with Shader Graph, but it also involves setting up URP and bloom. Getting comfortable with URP's effects is a game-changer, so if you haven't already I'd recommending playing around with it a lot. The second and last video I watched on the topic of 2D lighting taught me everything else I used for this game
It took some trial and most definitely alot of error to get some of the looks I wanted but it was well worth the time and energy. If you ever get stuck on anything or want some advice or want feedback you can email me at cranberrygamestudios@gmail.com and I'll try to help out as much as I can!
Incredibly well made for a week honestly. And Congrats on winning the jam! Super big question though, some parts of your game have this URP "filter" added onto it right? It makes the outlines of your objects pop with a blue/red/green color and I was wondering if you'd be willing to tell me how that's done? Cause I've been looking through the Unity's URP's list of Overrides and I cant seem to find anything that can replicate it lol
Try to complete certain functions at once, don't skip around. For example, if you're working on your character's walking system, finish the whole system as much as you can before moving onto something else. Otherwise, you'll have a bunch of half-complete systems in your game, and no one wants that! This is just something that's worked really well for me in my past 2 game jams.
Best of luck!
Just one rating away from 20 lol. Heres my game! -https://itch.io/jam/brackeys-5/rate/929359
I'll make sure to check out yours too!
Ah thanks so much! Really means a lot that you put it in your reference list, that's so cool! And yeah you're definitely right about your critiques. I wanted to add sound, but I had only like 2 hours left before the deadline and I was EXHAUSTED lol, so I decided to leave it out. I also thought about adding some sort of indicator so that Doge would tell you where enemies were coming from, but I could settle on an idea on how to implement it, but I think you're right that it may have added some extra intensity to the game, so that's good.
Now, for the fun part! The coloring of the game was achieved with two things: 2d Lighting, and Post Processing. The space background for example is covered in dozens of different 2D lights (freeform lights to be specific) to give it a warm colorful feel like in No Mans Sky or something. I also used lights for Doge to make her stand out more. I learned how to do 2d Lighting from youtube tutorials and simple trial and error (I can give you a bunch more info about where I learned it if you want). If you do it right in my opinion, you can make most 2d games look absolutely beautiful with just lights alone, post-processing just adds that extra touch of prettiness to it. I added the post-processing with Unity's URP package: Brackeys has a few videos on it, which is where I learned it from. Unlike the 2d lighting, the URP can be used with both 2D and 3D, its such a wonderful asset that I very well may never make another game without it, seriously its amazing. Some of this may sound complicated, but after you play around with it for a bit, you'll grow comfortable with it and the graphics of your game will see a huge upturn in quality.
If you have anymore more questions just lemme know!!
Really like the old-school theme. But It was kinda difficult to figure out what was going on, I think a tutorial could've been beneficial to help out just so players are sure what they're supposed to be doing. But I know personally how long it can take to add those in just a week lol. Good job on the submission!
I had a pretty big issue with the camera, it was really hard to control properly and would commonly get stuck to the ground and have other issues. Camera movement is really hard to master though, but hopefully you'll be able to work it out as you develop it. Good job nonetheless on the submission tho. This has some real potential!
Really cool man, I agree with omzeeeee below me, I really did get an early 2000 game vibe from this, which can be somewhat difficult to recreate honestly. The only critiques I have is that I think the camera controls are a little difficult, it can be hard to move with WASD and rotate the camera where you need to at once. (I dont know if its purposely like that to resemble old school games or not) It was easier with the arrow keys, but perhaps switching camera movement to the mouse would be an improvement? Either way, congrats on the submission man, glad to see so many people taking part in it while putting in so much effort
Really cool man, Doge lore is truly unbeatable lol. The only thing I would change would be to add some more variation to the storyline so players could have greater control on where the story goes, otherwise it feels more like a PowerPoint presentation than an actual playable experience. Nonetheless! Good job, I know text-based games take quite a bit of time to make and plan out, but you managed to get it done in 7 days so congrats! good work
Thanks! I spent a buttload of time creating all the particles, I made so many I was worried the game would even run at a decent FPS lol. And yeah you're definitely right, it's a bit of a hard game to get good at. I tried to ease the difficulty of mastering the movement but it was definitely a challenge in itself.
Thanks a ton for the in-depth review and thanks for playing, it helps a lot!