The making of LAST HUMAN?

Well, LD 46 has come and gone, and I must say that I'm extremely pleased with how our game LAST HUMAN turned out! This is the 3rd jam that both @cethin and I participated in and I certainly think it was the smoothest so far. We've done quite a bit of game work together in the past which helped a lot for this particular project.

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Ironically, both of us consider ourselves programmers (I even program games for my job) but despite that, LAST HUMAN ended up feel quite aesthetic and slick (in my humble opinion :stuckouttongue:) We even ended up taking a few risks along the way (just to spice things up, of course) such as using Unity's Universal Render Pipeline this time and actually going 3D despite having no full-time artist working with us. Since I have some thoughts on this subject, I figured I'd throw out the offer to write up a post regarding how we made LAST HUMAN and what worked well and what we're planning on avoiding next time. I guess a kind of post-mortem of sorts (but not that serious). Would anyone be interested in some more in-depth post-jam thoughts regarding our development process and the tech we used? Drop a comment if that sounds cool/interesting/useful (and follow if you want to find it later).

Maybe I'll even throw in some pretty screenshots and behind-the-scenes info. Just for you. :wink:

Oh, and check out our game if you've got some time, will ya? We read all the feedback, so leave some in the comments!

That's all I've got for now. I'll be playing and rating some games off and on until the deadline, so keep an eye out for my feedback in the comments of your game if I end up playing it. :point_right: Cya.