I appreciate the words of encouragement, Jan! This game jam was, among other things, my time box to get something done. It would probably be fair not to even submit this prototype, but I wanted to see it through to the end; to my surprise, I got far more feedback than I expected, which made me quite happy 😊.
My main goal was to get a feel for Bevy and to catch up on a few Rust concepts, as well as to try and convey the gameplay idea I had in my head, even if it wasn’t very much.
As for the collision confusion, I agree that it’s not very clear. I had the idea I mentioned in another comment to address this, but I ran out of time to implement it.
I had actually planned around this UX problem; I even had a task planned for v0.0.2 to try and implement some sort of “cut in” view based on the shader passes (i.e. depth and normal prepass), but ran out of time to work on it before the deadline (definitely picking it up as soon as I get a spare day to figure it out).
Thanks again for trying it out and for the feedback 😊.