Oh sorry when we finished our game we've sent it to friends and family (some of which probably created their first account in itch.io), we didn't know that sharing the game with loved ones was forbidden we'll be sure to share after the jam ends in the future.
abstracted
Creator of
Recent community posts
This was our first game jam and we've realized our mistake. Many people had issues with the ui and how to play. Writing tutorial dialogue text that explains the mechanics or a gif that shows how to play wasn't sufficient. Thanks to your and other's feedback we'll be sure to turn this mistake into a learning opportunity! Thank you for taking the time to give feedback!
Thank you so much for playing our game! It was a great learning experience for us as well, most people had similar feedback about the unintuitive ui design. It was mostly a secondary concern which now we regret. If we decide to continue on developing we'll be sure to take in all the feedback into mind while making a ui overhaul. Thank you for taking the time to give feedback!
Hey i get the following errors:
Shader error in '4ydam/A+Grass': 'OUTPUT_SH': Too many arguments for a macro call. at Assets/4ydam/A+ Grass/Shader/A+Grass.shader(572)
Compiling Subshader: 0, Pass: Forward, Vertex program with <no keywords>
Platform defines: SHADER_API_DESKTOP UNITY_ENABLE_DETAIL_NORMALMAP UNITY_ENABLE_REFLECTION_BUFFERS UNITY_LIGHTMAP_FULL_HDR UNITY_LIGHT_PROBE_PROXY_VOLUME UNITY_PBS_USE_BRDF1 UNITY_SPECCUBE_BLENDING UNITY_SPECCUBE_BOX_PROJECTION UNITY_USE_DITHER_MASK_FOR_ALPHABLENDED_SHADOWS
Disabled keywords: DIRLIGHTMAP_COMBINED DYNAMICLIGHTMAP_ON FOG_EXP FOG_EXP2 FOG_LINEAR INSTANCING_ON LIGHTMAP_BICUBIC_SAMPLING LIGHTMAP_ON LOD_FADE_CROSSFADE SHADER_API_GLES30 UNITY_ASTC_NORMALMAP_ENCODING UNITY_COLORSPACE_GAMMA UNITY_FRAMEBUFFER_FETCH_AVAILABLE UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS UNITY_HARDWARE_TIER1 UNITY_HARDWARE_TIER2 UNITY_HARDWARE_TIER3 UNITY_LIGHTMAP_DLDR_ENCODING UNITY_LIGHTMAP_RGBM_ENCODING UNITY_METAL_SHADOWS_USE_POINT_FILTERING UNITY_NO_DXT5nm UNITY_NO_FULL_STANDARD_SHADER UNITY_NO_SCREENSPACE_SHADOWS UNITY_PBS_USE_BRDF2 UNITY_PBS_USE_BRDF3 UNITY_PRETRANSFORM_TO_DISPLAY_ORIENTATION UNITY_UNIFIED_SHADER_PRECISION_MODEL UNITY_VIRTUAL_TEXTURING _ADDITIONAL_LIGHTS _ADDITIONAL_LIGHTS_VERTEX _CLUSTER_LIGHT_LOOP _GRADIENT_ON _LIGHT_LAYERS _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN _MIXED_LIGHTING_SUBTRACTIVE
Compiling Subshader: 0, Pass: GBuffer, Vertex program with <no keywords>
Platform defines: SHADER_API_DESKTOP UNITY_ENABLE_DETAIL_NORMALMAP UNITY_ENABLE_REFLECTION_BUFFERS UNITY_LIGHTMAP_FULL_HDR UNITY_LIGHT_PROBE_PROXY_VOLUME UNITY_PBS_USE_BRDF1 UNITY_SPECCUBE_BLENDING UNITY_SPECCUBE_BOX_PROJECTION UNITY_USE_DITHER_MASK_FOR_ALPHABLENDED_SHADOWS
Disabled keywords: DIRLIGHTMAP_COMBINED DYNAMICLIGHTMAP_ON INSTANCING_ON LIGHTMAP_BICUBIC_SAMPLING LIGHTMAP_ON LOD_FADE_CROSSFADE SHADER_API_GLES30 SHADOWS_SHADOWMASK UNITY_ASTC_NORMALMAP_ENCODING UNITY_COLORSPACE_GAMMA UNITY_FRAMEBUFFER_FETCH_AVAILABLE UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS UNITY_HARDWARE_TIER1 UNITY_HARDWARE_TIER2 UNITY_HARDWARE_TIER3 UNITY_LIGHTMAP_DLDR_ENCODING UNITY_LIGHTMAP_RGBM_ENCODING UNITY_METAL_SHADOWS_USE_POINT_FILTERING UNITY_NO_DXT5nm UNITY_NO_FULL_STANDARD_SHADER UNITY_NO_SCREENSPACE_SHADOWS UNITY_PBS_USE_BRDF2 UNITY_PBS_USE_BRDF3 UNITY_PRETRANSFORM_TO_DISPLAY_ORIENTATION UNITY_UNIFIED_SHADER_PRECISION_MODEL UNITY_VIRTUAL_TEXTURING _GRADIENT_ON _MIXED_LIGHTING_SUBTRACTIVE
I am using Unity 2022.3.62f3 URP