You know what's terrifying?
Running out of zest before escaping into space.
Screenshot taken before completion of devving, second day of work.
This is Terrifying Rocket Zest. It's my first Compo submission, and my first real victory in a game jam. It took me 7.5 hours as of the very start of the jam just to get a functioning, fully designed rocket on the stage - and a lot of that time includes the uneasy hours when I didn't know what I was going to do with the theme and was just making a whole lot of infrastructure.
I think I made a very good choice when I decided in what way I'd interpret the theme, and given the time period I had and what kind of un-patronizing, un-broken game I came out with, I was quite proud.
But I still haven't succeeded at my mission yet - it doesn't have enough ratings to get a score! I am, in fact, quite close. It won't take many before I can say life worked out, and I promise that playing my game is not a nightmare. It's not slow, boring, confusing, or so badly coded that you get stuck inside tiles (I used a physics library anyway) - although it is my hardest game yet. I am not in need of any further reviews, but man I can't wait to see the score on this thing. I'll be very grateful if I do.
Depending on how well this plays out, I don't know, I told myself I'd take a break and skip the 44th, but I won't if I end up so happy with the way this ended that taking a break feels like a missed op. I just feel like I really exerted myself with the last three game jams and if wise, would rather put myself under less stress next year. Well, I dunno, maybe the pressure won't be as big now that I don't have to worry about the one that is First.
TL;DR = waha, real proud-like. Gotta playrate that game if I am to score - it cool and playable.