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  1. Home
  2. Project Backstage
  3. 🚧 Dev Log Update 🚧

🚧 Dev Log Update 🚧

Scheduled Pinned Locked Moved Project Backstage
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  • undeadsteamU Offline
    undeadsteamU Offline
    undeadsteam
    wrote on last edited by
    #1

    45bcfb97-455e-4702-99e6-5279bb44f5ed-image.png

    🎯 In Progress: Frozen Strike ❄️⚔️
    Currently deep in VFX tweaking to get the frost blast just right — fine-tuning particle density, lighting, and spread for maximum impact.

    This effect is designed to feel cold, heavy, and dangerous, locking enemies in place with a chilling burst of energy. Still experimenting with shader intensity and mesh interactions to make it pop in-game.

    💻 Built in Unity, powered by hours of coffee and way too many “just one more tweak” moments. ☕

    What do you think — go full icy storm or keep it subtle for gameplay clarity? 👇

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    • J Offline
      J Offline
      jacson4
      wrote on last edited by
      #2

      Loving the concept — the frost particle spread already gives off that “instant deep freeze” vibe. If you go full icy storm, it’ll look epic, but you risk drowning out player readability in chaotic fights. Maybe keep the core blast heavy and impactful, then fade into a subtle lingering frost mist so it feels cinematic without cluttering the screen.

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      • N Offline
        N Offline
        Nahid10
        wrote on last edited by
        #3

        The shader intensity sounds like the make-or-break factor here. A sharp, high-contrast frost burst with icy shards could really sell the danger, but I’d pair it with a tight particle lifetime so the arena doesn’t get visually saturated. Think “impact first, atmosphere second” — that way it’s both satisfying and gameplay-friendly.

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