Listening Winds by Hoichael

Venture forth in search of The Light.
Darkness parts as you traverse the realm between.
Tread carefully, for something lurks in the void untouched by your shallow sight.
Weave your way through danger or harness The Winds and face it head on.
Can you descend beyond The Depths and reach The Light?
Controls
| Bind | Action |
| -------: | :---------------- |
| SCROLL | Adjust Mouse Sens |
| WASD | Move |
| SPACE | Jump |
| LMB | Attack |
| ESC | Quit |
Software used:
Unity
Blender
LMMS
Gimp
Obsidian (lol)
All assets are original and were created by me during the jam period.
Headphones recommended.
| Link | https://github.com/hoichael/LD57 |
| Link | https://hoichael.itch.io/listening-winds-ld57 |
| Original URL | https://ldjam.com/events/ludum-dare/57/listening-winds |
Ratings
| Overall | 207th | 3.84⭐ | 27🧑⚖️ |
| Fun | 484th | 3.32⭐ | 27🧑⚖️ |
| Innovation | 100th | 3.94⭐ | 27🧑⚖️ |
| Theme | 384th | 3.78⭐ | 27🧑⚖️ |
| Graphics | 88th | 4.4⭐ | 27🧑⚖️ |
| Audio | 255th | 3.62⭐ | 27🧑⚖️ |
| Mood | 111th | 4.1⭐ | 27🧑⚖️ |
| Given | 24🗳️ | 29🗨️ |
I really liked the game's visual style. The faces flying from all sides were even a little scary.
Actually, I would be grateful if you could tell me in general terms how the graphics in the game were made. Or maybe there is some tutorial in your bookmarks?
UPD
I see source code. I think I can research your graphic)
overall this is a superb game!
I -love- your artistic style here. The change in level design is amazing.
This is something you should totally flesh out, if it spoke to you, because you really have something special here!
5/5 from me
I really loved this whole thing
To answer your question: Outline shader (any technique except inverted hull should work) + unlit flat color materials + flat color camera clear flags + short camera frustum + terrain environment.
The combination of short view frustum and terrain environment is particularly important. With this setup environment elements look like they gradually "grow" out of the ground as you approach them. This happens because the bottom part of terrain hills/bumps is closer to the camera than any part above (because its wider than any part above) and, bottom to top, gradually narrows with a curved shape. In contrast, symmetrical meshes consisting of large flat surfaces like cubes would instantly pop in and out of vision.
I hope that answers your question, thanks for playing!
Really nice game, you did a really good job with the audio