CYBATRON | Day #1 Progress
With the jam starting three hours earlier than usual, we didn't get going until about 10 to 11 hours after the theme was revealed. I went to bed about half an hour before the theme was revealed myself. 72-hour game jams can be easy-going, right? ๐

Brainstorming went as usual; we tried to pinpoint different interpretations of the theme, then tried to think of existing games that have running-out-of-space mechanics, jotting down ideas as they bubbled to the surface. We went from idea to idea and kind of naturally slipped into the concept we chose to go with: a cyberpunk-themed puzzle game called CYBATRON where you destroy tiles and move other more useful tiles into their place. It's still pretty rough, but that's usual for day #1.
A big difference from our previous games (visually) so far is that I am working in high definition with anti-aliasing on my brushes, rather than penciling in the pixel art and scaling it up x2 or x3. For me it's a new style that I am not accustomed to for game art, andit feels a lot like digital painting instead (even if I am primarily using my mouse and not my Wacom tablet).

My end-of-day reward was a Jopen/De Molen collaboration imperial stout named Sin & Remorse, barrel-aged on Jack Daniel's barrels. I've had it before, I knew what to expect, and it did not disappoint. This is my method of motivating myself during a jam. ๐ป๐บ Let me know how you reward your own efforts!
Now that my compatriots have called it a night, and I merely extended mine to write this post, I shall press this here publish button and try my best to wander over to my bedroom before falling asleep. Goodnight! โค๏ธ
