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Full Finished Gameplay
My Contributions
Created a game in 48 hours
I created the original version of the game for the 48 hour GMTK 2021 Game Jam. It was a really fun experience and the entire community was extremely positive. This was my first game jam and mistakes were definitely made but I think I did a decent job. It performed in the top 70% of participants in some categories so I'll take that as a win. My biggest take away is that I needed to devote time to playtesting and will remember that for my next one. Below here is the gameplay from my game jam game.
Designed environment and character lighting
I designed the environment and character lighting fully during the game jam. Afterwards I added shadows to help bring the lighting to life. I learned more about using URP as well and have really seen improvements in my games with it.

Red Player Light + Shadows

Green Player Light + Shadows

Torches with Random Flickering

Acid with Green Glow
Designed unique visual effects: shaders and post processing
During my playtests people complained that pressure plates were too hard to see and rather than adjusting colors on it, I decided to add a shader. I did this by adding a gradient on top of it with a sprite mask in the shape of the pressure plate asset. I then made a material shader for the gradient. This helped improve visibility but also improved the look of the pressure plate. I also added post processing effects to bring out the colors in levels and to make the game feel warmer. Below are the before and after.

Pressure Plate Shader

Before and After Postprocessing on Menu

Before and After Postprocessing in Game
Made a custom WebGL template using HTML/CSS
I have always disliked the default WebGL templates for unity so I thought I would take the time to make a custom one. I removed their WebGL logo from it, added a custom full-screen button (with a hover effect) and made a custom loading bar. This felt a lot more professional to me and I will make modifications to it in projects to come.
Edited player sprites and UI in Photoshop/Illustrator
As a solo designer with little art experience, I went to look for assets for my game. The assets I settled on were pretty good for my game but they weren't perfect. I took the time to repaint the character colors and to add custom fonts to the UI that I found. This helped me create a more cohesive experience I think.

Original

My Change
Programmed gameplay using C#
I programmed the game all by myself and programmed my own input system to allow the characters' controls to change between levels. This was the core mechanic in my game so I knew I needed to get it right and most of my programming focused on it.