Lock by mahalis 2026-04-20T13:43:11Z
@indigowolf I always end up doing a bunch of shader work to save myself from having to do UV mapping or animation :sweat_smile: A couple of the ones I’m using here depend on data baked into the mesh vertex colors and normals—for instance the artifact has the corner and “ring” areas marked in the red and green channels respectively, while the sort of ribbony mesh that bursts out of it when you solve one is a copy of the corner/ring geometry with “direction-to-move-while-bursting” baked into its normals. I’m planning to put up a development timelapse thing where you should be able to catch the Houdini graphs involved if you’re curious.
@steveofstevesgames That’s actually farther than I’ve ever gotten… once I verified that the mechanics worked I had to focus on getting the rest of it together. :slight_smile: Thanks for playing!
@wo-ri-gou-le Glad you liked it! Definitely does need more tutorialization—the progression stuff went in in the last ten minutes or so so it is super not tuned. I hope to add some better explanation in a post-jam version.
@goodwayman + @jpat Thanks! I’m amazed it works as well as it does on mobile, honestly. Didn’t have time to even add symbols to the buttons, but I hoped it would be clear enough just from poking at it.