Hello there! Wanted to toss together a nice post-mortem now that my cooldown period from the Jam is over. This theme was a pretty open book!
On our first session right after the theme was announced, we got straight to work. My friend, Lurkin, immediately came up with the idea for a monster-support game. Though, it originally began as a point-and-click title.
(Screenshot snagged from Lurkin's stream at https://www.twitch.tv/lurkinmcclerkin)
We settled on kind of a multidirectional action-like game after some further discussion and I got to work with prototyping as some starting assets were whipped up. The first challenge was conveying to the player the status of the then-unnamed client. In an off-hand comment, Lurkin suggested a computer monitor.

Nimmems whipped up an absolute bop of a song which was later freshened up and implemented. I think it went fairly far in setting the overall tone for what the game would eventually become!
After that, we determined that to "keep it alive," the best way to accomplish that is by providing needs. I prototyped a few "resource nodes" which could be picked up and deposited at the client's feet, and a bar increased. At this point the nodes meanings were undetermined, aside from the food bucket-and-dispense mechanic (which was always determined to be that sweet, sweet Gormel chili)

We requested our friend Nowda put together some psuedo-antagonizing voice lines for the game which ended up going REALLY far in terms of subtly encouraging the player. It also is meant to drive home and confirm for the players assumptions as to what exactly they're supposed to do in the game to keep Mr. X alive. Turns out he had a voice filter that ended up being PERFECT for the cause, and by Build 4 things were beginning to really take shape.

By mid-day Sunday, the game was basically feature complete. I added several clues to the game in order to guide the player (The bucket silhouette at the chili pipe, for example) and we completed the fantastically drawn and animated PC reboot sequence. We needed to throw wrenches into the players' gameplay flow and not make the game boring!

The first prerelease build we put together late Sunday implemented the introduction cutscene which doubles as a sort of soft-tutorial for the player via posters on the wall - something that I had seen in several games I've been playing lately. It's a clever way to deliver nonintrusive "lessons" but I didn't have time to make it less...blatant? Either way, Prerelease 1 implemented some more room layout changes as well as freshening up the PC's player screen to be clearer.

And then... art happened.
Lurkin fired off what I can only describe as a barrage of absolutely amazing art and level layout changes that fully nailed what the game would become. It really hammered home the aesthetic of the game!
We buttoned up the title screen and game over screens really late on Monday night (after my day job) and managed to submit in time after fixing a few really nasty bugs (all of them having to do with that damn chili bucket. I swear...) Unfortunately, a few bugs remain (such as the layering issues on a few resource nodes and some funny collision nonsense with the upper part of Mr. X's head. But that's the joy of game jams!
Thanks for taking the time to read and follow our progress! If you haven't already, you can check out You Live Like This? and vote! We're all doing our best to get out there and rate other games as well.
Until next time!