Flatnet postmortem!
Third LD. Yay! Hard weekend, it was.

The idea started from a cubic planet which you could travel through with a drill, or just walk by the surface, looking for stuff.
Welp, now the planet has one less dimension, so three times less faces.
It wasn't the amount of work what made me go back to just 2 dimensions, but a design issue. Orientation. It seemed imposible to me to let players arrive at a certain face of the planet from whichever other face without them losing the way. Where is up? Where am I?
Of course, there was plenty solutions, but they came late to me, when the planet idea was already flattened. With good level and visual design, and maybe a rotate action, the issue would've been almost solved.
However, the end result just lies. It's impossible, but logical. Look at the big square in the top-right area:

There is one in both faces. And you indeed go from one to the other, when, in fact, if you drilled the planet through one of them you should end in the down-right area from the other face.
Convenient. No need for orientation.
Ironically, through Sunday, while the planet got flattened, visuals went from 2D to 3D. This was a rough prototype from Saturday, before the lie was set up, with 2D fake-pseudo-3D gimmicks:

But I felt it was a lot of work for a not so good result, so I spent Sunday learning basic (basic) 3D in GMS2. At the end of the day, this is what i had:

Not sure if it was worth it for this specific project, but it sure is for future ones!
On Monday, I set up the level, finished the art (not a lot, really) and made the music, which was really fun. The loop may be a bit short, but the game isn't long either. There are two versions of the loop, each face of the flatnet has its own: one is more cheerful and the other is grimier.
Aaaaaand... I think that's all!
Hope you like the game and I'm willing to hear your feedback! ;D