Adding better visual feedback
I improved the visual feedback with some particle effects and even shaders.
Now you can see when you "zap" at a cube and which element type you're zapping it with. When the element doesn't match the currently active element on the cube, you see the charge dissipate into the air. When you do hit with the right element the cube will bloom up, and there are two different variations for the feedback... For testing purposed I just set the cubes up at initialization so the first one will have one type of effect, the second one (which will start to appear on level 2) will have the other one, and when you reach level 3 and there are three cubes then the third one will have the first effect again (and so on up to the maximum number of cubes).
(Note that for the convenience of the majority of users I made a Windows build, but I couldn't playtest the build yet.)
So, let me now if there are any issues running the test version, and more importantly, which feedback type you like better.
Update 2022-04-01: I added two more variations. "Everbloom" always uses the "bloom" shader when a cube gets zapped correctly, while "Neverbloom" will always have the other shader.
Files
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JamTris
My entry for the GameDev.tv Game Jam 2021
Status | Released |
Author | heckert |
Genre | Action, Puzzle |
Tags | Abstract, blocks, Experimental, Minimalist, Non violent, sourcecode, Tetris, Unity |
More posts
- Post-Jam musingsJun 18, 2021
- Updated to V1.2Jun 08, 2021
- Updated to V1.1Jun 06, 2021
Comments
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Confirmed, works on Windows and the extra visual feedback indeed helps! Cleared again with 95 points / 6665 energy.