Overview
This was my seventh Ludum Dare and and our fifth as a team. I've never done a post-mortem before so I thought it was about time. We started with the goal of having something that could highlight my team mates illustration and animation and I'm really happy with how that aspect of the Jam came together. We had a good workflow and it felt like our years of experience was all coming together finally.
Tools
I didn't make a final decisions on tools until after we settled on a concept.
Dev/misc: HaxeFlixel, VSCode, GIMP (for minor spritesheet editing), ChipTune, Adobe Animate (for putting together a quick image for the credits screen) and this online sprite sheet generator. I haven't touched HaxeFlixel for a few years but it is feeling really solid. I was impressed with its functionality and it reminded me how much I like Haxe. Phaser is also looking very solid these days so I might give that a try next time around.
Art: Illustrator (for character design), AfterEffects (for animation), Procreate (for some additional assets).
Main character animation preview in After Effects:

Pre-Jam
Booked in time off work, set up a Git repo and itch.io place holder page and we put together a Bird day Productions splash screen.
Day 1:
I worked fairly solidly from about 8am - 11pm with a few breaks for short walks, etc. This day was focused on getting the character movement feeling good. I was torn between scaling the main character down for gameplay purposes or having it a bit bigger so the art could shine. We landed on making it a bit bigger.
My original idea for the game was to adapt a movement system I put together for an abandoned game some years ago (a two player game with owls in a Joust style duel). I really liked the elegance of this control system which allowed you to move about freely with just two buttons. Conceptually a little was lost with the move to underwater as the gliding functionality where you could hold down a key to open one wing and glide down to the ground didn't make as much sense underwater but I decided to run with it.
I thought about adding a timer to add some time pressure to the game, instead I landed on having an energy bar which chews energy when you tap the movement keys and is replenished by collecting food. When I played around with this it felt like it created an interesting dynamic.
I got a fairly solid night's sleep. I'm too old to be working till the break of dawn these days.
Snapshot below of the game after day 1.

Day 2:
- Got the end of level portal and next level loading working.
- Got foreground and background graphics working and final graphics imported into the 1st level.
- Added spikes.
- Put together a second level.
- Put in some SFX.
- Lots of polish, fine tuning, and tweaking.
I took a decent chunk off during the middle of the day and got some sunshine then worked till around 11pm and got another decent sleep. I felt energised and really positive about how the game was going.
Snapshot below after background GFX and spikes added.

Day 3:
Reality set in. Lots of work to do and I started to feel physically and mentally exhausted with some aches and pains.
I had another solid day fleshing things out, lots of time spent on little details including an end of level screen and a credits screen. I fleshed out a couple more levels and integrated the graphics. I got the fish working and hurriedly put it in a few levels. It felt like the game needed some more thought on level design but my brain felt pretty fried at this point so I just kept moving onwards. I added a brief ending sequence.
I stayed up to about 11pm to put the final level graphics in and submit the game, I wanted to get everything finalised so I didn't have to worry about doing anything in the morning (Jam close was 8am my time).
As always the title screen was the last thing to get done.

Reflections
I feel really happy overall with how everything came together and with the look and feel of the game. I would of liked to have more time to spend on level design and to have thought through the focus of the game a bit more.
It feels like it doesn't quite know what it is trying to be. The first level is easy but then the difficulty ramps up quickly.
We have lots of ideas for post jam. I want to focus on putting together some more deliberately designed and focused levels exploring different aspects of the possibility space. Some odd and diverse influences on the game that I could draw out include Joust, Exile (C64) - one of my all time favourite games and Rally X.
One idea I'd really like to play with is having water currents that boost your speed but are too strong to swim against. These could be fun and help build some interesting levels.
You're never going to achieve everything you dreamed in a jam game but I'm really happy and proud with what we managed to get done in 72 hours
Thanks to everyone who has played and commented and to my team mate for her amazing effort on the beautiful artwork. Also a big thanks to Mike for keeping the site going, after a few years in web dev I appreciate what an insane undertaking it is to keep this website up and running.
The full source code of Ephyra is available on GitLab.