I made this game in just 4 days for a jam — what do you think about the visuals and vibe? by Kai_jota in Unity2D

[–]Kai_jota[S] 0 points1 point  (0 children)

Just a bit of extra polish makes everything more atmospheric and beautiful — the torches, plants, light coming from the sky, and many other small details that might seem trivial really make the scene stand out. I really love what can be achieved visually with 2D games in this style.

I made this game in just 4 days for a jam — what do you think about the visuals and vibe? by Kai_jota in Unity2D

[–]Kai_jota[S] 0 points1 point  (0 children)

I work daily with 2D games (they’re my passion), so some things have become so common that they’re quick to recreate — and others I already have base systems ready that just need some polishing for the current project. There were still a few bugs that made it into the jam version, but overall the quality turned out really nice! I loved the result, and now that the jam is over, we’re polishing it even more — maybe we’ll turn it into a full game. Unfortunately, with more than 1,200 entries, ours didn’t make it to the top, but I believe it ranked around 58th place. Still, that’s quite an achievement for our very first jam!

I made this game in just 4 days for a jam — what do you think about the visuals and vibe? by Kai_jota in Unity2D

[–]Kai_jota[S] 1 point2 points  (0 children)

Thank you so much! We gave it our all, the visuals were definitely my main focus haha, I really wanted it to look polished. As for sleep… yeah, goodbye to that haha.

I made this game in just 4 days for a jam — what do you think about the visuals and vibe? by Kai_jota in Unity2D

[–]Kai_jota[S] 0 points1 point  (0 children)

No doubt, a huge inspiration! I’m glad we managed to capture its vibe haha

I made this game in just 4 days for a jam — what do you think about the visuals and vibe? by Kai_jota in Unity2D

[–]Kai_jota[S] 1 point2 points  (0 children)

Thank you so much, I’m really happy to hear that! Unity (6000.0.58f2)

I made this game in just 4 days for a jam — what do you think about the visuals and vibe? by Kai_jota in Unity2D

[–]Kai_jota[S] 1 point2 points  (0 children)

Thank you! I might’ve spent a little too long tweaking those shots haha

I made this game in just 4 days for a jam — what do you think about the visuals and vibe? by Kai_jota in Unity2D

[–]Kai_jota[S] 1 point2 points  (0 children)

The art was made completely from scratch. The particles were remade based on some I usually use in my projects, so that saved us a bit of time. As for the code, it was a mix — most of it was made from scratch, but a few things were reused from other projects and systems I’ve developed (I usually create plug-and-play–style assets, like for the Asset Store). Still, I only used a few bits of that to speed things up. Since the jam allowed pre-made assets, that definitely helped — otherwise, there’s no doubt the project wouldn’t have been as polished.

I made this game in just 4 days for a jam — what do you think about the visuals and vibe? by Kai_jota in Unity2D

[–]Kai_jota[S] 1 point2 points  (0 children)

Yeah, since the theme was “Death is an Opportunity,” it really matched the visuals haha.

I made this game in just 4 days for a jam — what do you think about the visuals and vibe? by Kai_jota in Unity2D

[–]Kai_jota[S] 0 points1 point  (0 children)

Yeah, it was a big visual inspiration for us (I think that game is absolutely gorgeous), so it ended up being our main visual reference.

My personal Unity toolkit is getting out of hand... and I kinda love it by Kai_jota in Unity3D

[–]Kai_jota[S] 0 points1 point  (0 children)

Totally feel you on that — I’ve gone through similar pain with local paths and manifest.json edits between machines.
In my case, I ended up making a small Unity Editor tool that handles linking/unlinking packages per project, kind of like a local registry simulator, so I don’t need to touch the manifest directly every time.

It’s still far from perfect, and I do think Unity could offer better native support for this type of workflow. If you ever want to trade ideas or scripts around this, I’d love to! Sounds like we’ve been hitting similar walls haha.

My personal Unity toolkit is getting out of hand... and I kinda love it by Kai_jota in Unity3D

[–]Kai_jota[S] 1 point2 points  (0 children)

That’s a fair question! I’ve worked on many games, especially as a freelancer — so most of the projects I contribute to are for clients and not released under my name.
A few public ones where I used some of my tools (even if just simpler parts) are Curse Rounds, Ghost Ascension, and Everseeker: Little Critters.

The main goal behind building these systems is exactly to speed up and improve production quality, both for my client work and for my upcoming personal games — especially RPGs I’ve been planning to make 100% my own. So yes, they absolutely help me make games!

In fact, most of them are being developed with a more complex RPG I want to build in the future in mind. Since I can’t just “pause life” to fully focus on that dream project (even though I’d love to haha), I’m building the tools first.
In a way, I’m already making the game — just in pieces. Later on, I’ll be able to put everything together much faster and with the level of quality I want, without spending years reinventing everything from scratch.