
What I had in mind
I wanted to make a game where you play a kind of a nerdy guy, at the top of human evolution. He happens to be stranded on a desert island after a plane crash.
You’d have to explore the island to learn and discover a way to get out of it.
The idea behind this concept is that you’re back to a primitive state at the beginning of the game (weak and naked) and you must evolve to escape the island: you have to improve your survival skills and become a kind of Tarzan at the end of the game.
The game mechanics revolve around a platforming with adventure/point-and-click elements.
What Went Right
No unexpected crashes or bad issues during the weekend.
I developed a craft system, it was the first time I thought about that kind of thing.
I managed to submit something!

What Went Wrong
It was way toooo big for a single man. The game represents less than a half of what I had in mind. It’s a classic mistake, I knew it but I fell into the trap.
I spent a day and a half to develop the game system and only 8 hours on level design, art and animations. It’s absolutely not the right balance.
Nobody has tested my game before I submitted it and the game suffers from that:
– A lot of Level Design issues: I did not realized that people would try to escape from the island by swiming away from it and I didn’t put any invisible walls to block the end of the room. Everybody’s falling into the void at the end of the ocean and the game is over: awful design mistake here!
– The craft system is not really understood at first and it’s a bit glitched: you can’t craft a recipe with two ingredients if there’s a third one in the top slot.
– Some recipes are not obvious enough. It’s ok for a LucasArts game where you accepted to spend time trying to combinate items, but I think a lot of people will not be so patient for a little, free, snack game.
I had no time for music.
User Interface took me too much time.
Drag and Drop Interface for crafting –> way too big 
Conclusion :
As I said I made a very usual mistake: the concept was too big for such a small development time. I knew it when I had the idea but it was challenging so I gave it a try anyway. It’s a semi-failure because the game does not represent what I had in mind and for many people the experience will be ruined because of design issues.
I think I will do a post-compo version with the whole TurboDindon team, with new graphics, sounds and a real Level Design. You’ll be able to play it soon!
Thanks for reading, and remember to avoid leaving the island by swimming if you play the game.
Cheers!
Bisou

And anyway, if theres a LD event near where you live, attend it and you can still gamejam with other people
It’s just we used to do the LD as a team and spend a nice weekend together, but it’s cool. It’s a challenge I always wanted to meet. Good Luck for the compo!