Ludum Dare begins
It's not a ludum dare until you crash your game engine.
Game is supposed to be sort of an ice physics sidescrolling puzzle platformer with instant death mechanics (It's cursed and we love it), so the natural place to start is collision detection because we don't have a game without it, right? 8 hours in, and progress is being made, but she's starting to get really annoyed as every solution leads to more problems. Started with infinite friction and jittering, then corner troubles and jittering on tile seams, then slipping through walls, then sliding along and through ceilings...
Long story short, we tried to have collisions set momentum in the approaching direction to 0. But, since the player is by definition touching a surface during a collision, the code for collision detection became an impromptu recursive function. Unity could not handle it.
She's certain we're close to a breakthrough on this. I, for one, believe her. But it's going to be a trial, especially when I can't look at code without going cross-eyed and this is our first foray into the wonderful world of side-scrolling jumping games.