REDUX Solutions

Date

March 2025

Description

Created in 6 days for LoJam x GDS 2025 with the "Break the System" theme. I was one of main organizers for the event but made this game in the spirit of the jam!


  • Explore the insides of a massive creature, solve gut-wrenching puzzles, and harvest Pearls with your trusty axe.
  • Use Pearls to buy axe upgrades at Terminals.
  • Avoid periodically rising blood.

Details

The foundation of this game is built on my Unity library (utility scripts, components, etc.).

The game uses a special rendering layer for the axe so it doesn't clip into level geometry and stays the same with FOV changes, all while being still lit in the scene.

The game uses various custom shaders to achieve different goals, all with performance tradeoffs:
  • Stochastic Anti-Tiling Shader: used so textures don't visibly repeat.
  • Advanced Triplanar Shader: used for complex objects that we didn't have time to UV in the 6 days. It allows for the textures to be rotated as well.
  • Blood Shader: used to soften the edge of the blood plane using a depth fade. Also panning normals to make it look more like flowing blood.
  • Foliage Shader: used to sway foliage quads in the wind.
  • Pearl Shader: used to give pearls a glowing and iridescent look.

I also created tools for the level designer to make levels with:
  • Rigidbody Mover: targets a Rigidbody and tweens it to any number of target transforms.
  • Generic Interactables: custom buttons that can call UnityEvents. Different behaviour when (1) swiped at with the axe, (2) axe embeds itself, (3) axe de-embeds itself.

Role

I programmed all of the game. This includes: interaction systems, player controller, axe throwing, collectables, menus, audio and art integration, shaders, blood systems, and the main gameplay loop. I also did the lighting and rendering. Finally, I helped with the design and SFX.

Links

Technologies

    • C#
    • Unity
    • HLSL
    • Shadergraph
    • URP