Big ass cube

This is a big ass cube.

This is a big ass cube.
The main gimmick for my game is working. It's a standard 2D platformer, but you need to collect every coin you see, or the screen will refuse to scroll and let you pass. If a coin is at the top of the screen, it will create a floor at the bottom of the screen.

The Collector, aka Nigel, aka you have dissapointed the boss. Retirement applications are due today and you have only collected ONE single soul in your career (and even that was by mistake). You really need to do something man.
@metaksonio has finished this banger intro animation and we've nailed down the core game loop. Still a long way to go for a finished game but we're moving slowly and steadily!
Next up: more upgrades, VFX, and making soul-reaping feel really satisfying. Stay tuned!

Lasers now go pew pew



Pushing to get to 80% before I sleep again... :)
So basically I'm like 112% done and ready to ship just need some quick drawings and a battle pass ^^'


We’ve gone above and beyond on the first day of game development! Our art teacher is absolutely amazing!! Please enjoy the concept art drawn by our awesome artist!
https://www.youtube.com/watch?v=CvqXxDvAL0E Track layout and train system done, which I think was the hardest part (regarding programming at least).
Next steps: - Obstacles. - The main mechanic (I won't tell). - Level design. - UI. - Polish.

At the end of the first full day, we have a player character, gems, a bunch of art, a tileset, and you can move around and interact with the gems.
Now to make it fun...
I’ve got the basic controls working, but I’ve hit that point where every fix breaks something else so I think it’s time for bed! I’ve learned a lot about using 2D paper sprites so far. Praise the YouTube tutorials!
Got distracted with gamefeel per usual, but still hoping I can bring it home!

Not that it's going badly. I just forgot a variable update...
I'm going to have a playable level finished soon, and that feels pretty good. Just have a lot of other things to code as it goes along. I think I might even be able to upload on Monday...I want it to happen. It's going to happen. I think.
I also did my first two sound effects tonight. I broke out my Korg Volca Modular synth and made some crunchy noise. All good things tonight.
Taking the gif out because it is hard to look at.
super proud of where we're at by saturday night! Hopefully spend the rest of the jam working on polish and maybe adding a couple more features. I don't know why links don't work but heres a youtube video
www.youtube.com/watch?v=eveunJdL9IM
Now i need music, sounds, a tutorial, to polish everything and, if somehow possible, more features - less than 19 hours to go, jay! \o/
Prepare yourself for:


I've finished everything but the village and the graveyard.
pumpkin patch, corn maze, forest, summoning pit and tunnels, are all done.
I laughed at dinner and spooked my wife, thinking of how i've gone from "rain sleet zombies" (my first "finished" game) to this.... a few more buildings, some thematic tombstones, a couple more SFX, and some background music and it's done.
I can spend tomorrow working on menus and pausing.
we r on fire,focus on narrative game art and final coding.and some concept~



Today was all about refinement, bug squashing, and starting to give our game a real visual identity. The core loop is now much more stable, allowing us to focus on the player experience.
Critical Health Bug Fixed: We discovered a major issue where the player's health was stored as an integer. This was causing problems with gradual damage or healing effects. We've successfully changed the health variable to a float, which now allows for much finer control and will be essential for any future mechanics like damage-over-time or fractional health pickups.
Timer Logic Corrected: The TimeCountdown logic was flawed. We had a line that divided the time by 60, which caused it to reset prematurely. Removing the "/60" calculation fixed the issue. The timer now decrements correctly frame-by-frame and loops back to the intended starting point (like 1) seamlessly.
We moved from pure programmer art to the first pass of our actual visual design.
Created initial UI mockups for the main menu and HUD (Heads-Up Display).
Started defining the art style and color palette for the game, aiming for a [mention your style, e.g., clean and minimalist / dark and gritty / vibrant and pixelated] look.
Began implementing these assets into the game engine, which immediately made the prototype feel more like a real game.
With the core mechanics becoming stable, we started fleshing out the first playable level.
Blocked out the core layout and started adding environmental details to make the space feel more engaging and less like a simple test box.
Placed initial obstacles and designed the flow to guide the player naturally through the challenges.
We conducted several internal playtesting sessions with the newly integrated art and level design.
The "game feel" has improved dramatically with the visual feedback from the new assets.
Confirmed that the fixed health and timer systems are now behaving as expected under various scenarios.
Gathered initial feedback on the level's difficulty and flow, which we'll use for tomorrow's iterations.
Implement feedback from today's playtest to refine the first level.
Develop a second level to introduce new mechanics or increase complexity.
Add sound effects and background music to enhance the atmosphere.
Begin work on a "Game Over" and "Victory" state.
I probably should have been working on the boss battles... but the allure of drawing dancing monster people... it's hard to resist. These are two of the main character's friends. They met in witch college! They are all ecologists and magic enthuisiasts. If you bring them herbs and pinecones for spells, they'll hook you up with cool stuff. The one on the left is a jar-of-living-oatmeal-guy and the one on the right is a mermaid lady.
