That's my 4th LD (in a row!). And every jam happens some strange crap that prevents me from simply making a good game. From an unexpectedly broken laptop in the very first hour of jam to the literal bombing of my artist in Kyiv. This time things from some points were not so bad but from others just terrible
One does not simply participate in the jam
My friend @13x666 who usually draws fantastic pixel art for our games, helps with game design, and so on was very busy and couldn't attend jam this time, so I was left without art. On the other hand, I met @kiberptah who joined me this time. He isn't good at drawing but appeared an amazing sound and game design guy. Before jam, we decided that we would try to make RTS this time because every jam I had a cool concept of one but we always decided to use some other concept
very early build of RTS prototype
Jam had to be different this time and we came up with some ideas of RTS where you develop trade routes, secure them and harvest resources for progression. The style had to be minimalistic and not too complex for two non-artists. @kiberptah showed me a CRT-like 2 color Ludum entry and after a fast glance, I agreed that we can give it a try. We started to develop the game, but after about 12 hours found that things were simply not fitting together. We weren't able to create unique and stylish art for the game and after a very fast brainstorming found a physics-based concept for a new game: a player should control a small ship and harvest stuff with grappling hooks
As we already were using Shapes library and some cool CRT effects built for the previous idea, we started the development of a new concept. @kiberptah developed a few "arts" with Shapes and went to bed. I was developing core mechanics including hook.
Oh, what a hook. In unity's built-in 2d physics simply does not exist a rope-like joint. So I tried to make something that can wriggle by combining a few spring joints, but whatever params I was using simply didn't work well and felt broken. So after like 6 hours of attempts to polish that (and also 30 hours without sleep) I gave up and left only one spring joint which still makes me sad. I wanted to allow the rope to become shorter than on spawn, but apparently, it was taking too much time, so I had to switch to other stuff like Glitch shader, UI, and other lifecycle stuff
At the same moment, @kiberptah was working on level design and music. He was sampling sounds around him and compiling them to very cool ambient and SFX. He says he could make it better if had more time, but everyone still likes it (and you should, too, it's very good even though he didn't get all time he needed). Things were getting smooth until on the last day I found that our builds simply don't run on my M1 Mac -- the main scene was loading for like an infinite time. So next 4 hours I spent trying to fix it, but it was some bug in the debris of Unity (or maybe Shapes, I'm not sure, but I filled a bug report)
Thank god this bug was reproducible only on my laptop (and as we discovered a few days later also on very few PCs), though that wasn't the only heisenbug. Sometimes navigational arrows around the ship simply disappeared, and sometimes the sound was cracking as there was A HUGE Geiger counter staring literally at Uranium. And what's the worst part of those two bugs -- they looked like that was intended and they were making the experience of the game 10 times worse The good news is -- we were able to fix the two last bugs with some tweaks. The bad -- as a post-jam bug fixing unfortunately
Anyway, despite described awful coincidences that was a good jam, and what went, in the end, is very solid entry (at least, I believe so), so I can invite you to check it out
Example game play