First month down
Well, the first month of the year long game jam is over. As always, I didn't get nearly as much as I wanted done, with sound and music on the cutting room floor. There's always going to be more that I want to include in jams, polishing each page more, writing cleaner code that's easier to follow, but that deadline is forever looming.
What went right:
I was able to pull a game design that's been rattling in my head for a few months and make it a reality. It's not as fleshed out as my game design document indicates, but it is a super condensed version of my vision. I was able to get art and rudimentary controls in for this effectively menu game. I was able to take time off work and get some really good jam time in, too!
What went sideways:
I didn't really get started this month until the last week. As always, real life got in the way and frustrated efforts to dive in and really jam. It seems like I always punt the soundscape of my games when jamming. I was planning on making a web build of this game, so you wouldn't have to download anything, but the build I was able to make is hard locking the browser. That hard lock forced me to abandon that plan, at least for the time being. If the planned music and sound effects made it into this build, I think it would go a long ways to selling the feel I'm going for. Many of the smaller menus are just a single color and didn't get the love they really needed to shine, either. Oh well, that's what next month is for, I suppose.
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