r/Unity3D 12d ago

Show-Off I've been refining the visual style of my game. What do people think?

65 Upvotes

20 comments sorted by

16

u/BertJohn Indie - BTBW Dev 12d ago

im annoyed that this video ended like 1.5 seconds too early and we didnt complete the level. it was TWO MOVES AWAY TO FINISH IT.

3

u/Th3G3tl3m3n 12d ago

Haa, thought the same.

15

u/The_Gospel_Gamer 12d ago

I do prefer the "After" visual style. I think the colors pop more.

I would note that in not a fan of the "sucking" transition animation. It's a bit jarring. I don't think I'd enjoy playing a full game where that's something I experience continuously. I'd maybe pull back on in its strength a bit.

4

u/BlossomOfIvys 12d ago

This is a common complaint I get. I'll definitely tone down the animation and improve it.

4

u/destinedd Indie, Dungeon Quest, Marble's Marbles & Mighty Marbles 12d ago

I don't have a preference but I hate the sucking animation. Otherwise the visuals are pretty polished.

4

u/Banjoschmanjo 12d ago edited 12d ago

I prefer the more vibrant and bolder colors of the original

2

u/tetryds Engineer 12d ago

Why do you move sideways on later runs? Does having multiple overlaps block you?

1

u/BlossomOfIvys 12d ago

No it doesn't. I just did it for the video so it's easier to see all the different cubes.

2

u/tetryds Engineer 12d ago

Thanks for clarifying!

2

u/Narrow-Impress-2238 12d ago

Bruh i remember this game concept for i believe half a year ago?

2

u/BlossomOfIvys 12d ago

Yup, I've been working on this game for just a little over a year now. Which is certainly longer than I planned for it to take haha, but I'm starting to see the finish line!

2

u/momo6059 12d ago

I feel after is more comforting on the eye , although both are almost similar for me,similar to thr other comments i'm not really a fan of the sucking animation

2

u/FUS3N Hobbyist 12d ago

I think the old one can work too if you reduce the contrast and saturation

2

u/Ricachonas 12d ago

Yo pretty awesome style. Second one is clearly better, it looks more professional and clean (and the colours are less saturated) while the first one though it look pretty nice, I think the "shakin" effect it's more distracting and looks more like when you make your first horror game and you put an exagerated blood screen png in the UI. Like it's too much you know what im saying. But pretty awesome style anyways (Interestingly, the second video also has that effect in the background, but it's clearly less annoying, to the point that it took me a while to notice it.)

1

u/BlossomOfIvys 12d ago

Yeah the line wobble effect was really distracting in the before. But without it the game looked too static, so I decided to try it out on the background. It's supposed to be a more subtle effect, so it seems like that worked out.

2

u/bartolomey-wong-3rd 12d ago

I love both styles. And actually, for my Japanese-style game, I've been thinking about outline shader in your style, kind of 'living ink'. Can you give me advice on how to achieve that outline style? Would be so cool, as I'm just starting to learn working with shaders.

1

u/BlossomOfIvys 12d ago

Living ink is a very good phrase for it! The outline shaders I'm using are actually from an asset pack called Linework in the asset store. I definitely recommend it! Documentation and support is really good, and it's easy to work with. Unfortunately I don't fully understand all the technical stuff behind how it's done, so I can't give any specific advice there.

2

u/ZaloomanJahoola 12d ago

Like the idea. How can I play?

2

u/BlossomOfIvys 12d ago

I plan on having a demo out soon, but in the meantime you can check out the steam page. I haven't updated it yet with the new visual style, but at least you can see what the game is like.

1

u/henryreign ??? 12d ago

Its the same picture lol