Its just about 2 am here in Los Angeles and I've just finished up a really great first night of work! 7 hours of working and streaming, drawing characters, programming movement, and generally getting a feel for what the game is going to be like. I said I would try to blog more this compo, so here it is!
I had a game concept I really like for Space Exploration (looks like I was the only person who like that theme...ah well), where you play as an astronaut floating through space, meeting bizarre characters and helping them solve their problems. So the theme Your Life Is Currency forced me to think up a completely different idea...or not! I thought perhaps using your life as currency could be how you helped people. And in space, your life depends on the most valuable currency of all: oxygen.
So you'll start with a limited supply of oxygen, and you'll have to trade even more of that oxygen in exchange for items to help the strange space critters you encounter. And speaking of critters...the gangs all here!

You play as Bartleby, the lovable lump in the middle of the screen, and you'll encounter everything from a businessman to a robot to a sentient pair of pants. They'll all have things they need, so you'll have to unravel the chains of their demands while under time pressure.
In terms of what I implemented tonight, I've got the core movement down -- you click with the mouse to propel Bartleby through space away from the mouse. Base interactions with NPCs has been set up as well; they can check your inventory and you can trade them inventory items or oxygen in exchange for their items. The oxygen system is working as well, though their isn't a fail state yet. And then I spent the rest of the evening drawing characters and giving them idle animations.
Major tasks for tomorrow: an elegant text box system, actual level design and (hopefully humorous) writing, fail and win states, and playtest the holy jeebus out of balance. I want the oxygen system to matter, but I don't want it to be too punishing. So I'll have to play around with it. If the game is short enough, it shouldn't cause a lot of stress to fail and start over. But it might be more elegant if its beatable the first time around. I'll see what I can do.
I had a great time livestreaming tonight, and will be back on twitch tomorrow morning. Stop on by twitch.tv/carlsonandpeeters around 9 am PDT to catch the next phase of my development!