In unity you can use the universal render pipeline (urp) to create a global volume with post processing effects, then you just add bloom and enable it on the camera. There’s tutorials online that explain it better with visuals.
Deratuel
Creator of
Recent community posts
Cool game!
Some ideas for improvements that we also talked about on stream would maybe be to have a follow button so that way you don’t have to go through the level twice over, and to maybe have some sort of distance indicator for radiation if you’re particularly far away from it or your other character is in a different room.
Thank you!
Yeah I didn’t have enough time to balance the last bit, though it is a bit similar to what I intended. I wanted the final boss to basically be a final check to see if you have enough health, speed to beat it before the wall catches up, and fire power to get rid of its health and mini versions.
I actually set the code to guarantee the first option after a certain number of level ups to be a health upgrade, since I knew that would probably end up being the main issue and I didn’t have enough time to implement a fully distinct ‘level up’ progression like I wanted too.
Thanks! Funnily enough it was originally inspired by that Minecraft voting update as an April Fools joke a while back. I decided to basically just give each thing a benefit and negative, and then the idea to remove the negative stemmed from there.
Yeah the bosses have a few issues, I didn’t have enough time to implement that unfortunately, but I may fix it in a future update.
I really liked the retro vibes of this game, and puzzles were quite fun! I’m shocked you finished and submitted it so early, really good work.
The only thing I would maybe add is something like a fast forward button? So like, if I dropped an item accidentally and have to back and get it, I don’t have to wait as long until I collide with another thing to return around.
Great game and atmosphere! I like how you combined the storm and the movement mechanics together so you can never stay still. I also feel like the difficulty in seeing some level elements adds to the idea of just moving forward in a blizzard despite not knowing what’s ahead. I liked what you added since the stream build!
One minor nitpick for improvement - the icicle jumping section confused me at first cause I thought they were obstacles like the falling ones earlier, I didn’t realize you were allowed to stand on these ones. Maybe a different texture?






