It's time for that part of Ludum Dare where I take a deep dive into my entry, going through some of the tricks and techniques I used to develop it, and some of the things I learned in the process. As ever, though, I'd like to start by saying a massive thank you to everyone who's rated The Flower of Marasca so far and left such amazing feedback! I promise I'll get round to reviewing your games in turn!

The visuals
I decided to recycle the visual style I used for my Ludum Dare 43 entry, The Gods Are Angry. The background is a black void, with features like walls and floors gradually fading away into the blackness. This gives the game a distinctive, gloomy feel, but also drastically cuts down on the amount of tiles I need to draw, as I only need to fill in the outlines of the rooms and corridors, not the spaces inside or around them.

Things like enemies and power pickups are drawn in brighter colours than the surrounding environment, in order to make them stand out. Unfortunately I forgot to apply this logic to things like the levers and braziers, and a few reviewers have mentioned that they didn't realise those objects were interactive. Oops! Lesson learned on that one.
The AI
This (among other things) killed me last Ludum Dare, so this time around I kept it simple. Enemies move backwards and forwards along a fixed path, and some enemies will shoot bullets at regular intervals. That's all this game required.
Animation
The Flower of Marasca makes use of TIC-80's mget and mset functions, neither of which I've really worked with before, to animate objects on the map. This is used for major gameplay mechanics like opening doors, but also for more subtle things, like the bloodstains that appear on spikes after you fall onto them.

Tile animations are also reversible, allowing for levers and doors to be reset, and repeatable, allowing for the flickering flames of the lit braziers. Which brings me on nicely to...
Particle effects
In my last few entries, I've used animated sprites for effects. This time, I returned to using particle systems instead, as I felt they'd fit the game's graphical style better (and I also just really like particle effects).
The Flower of Marasca has two different types of particle effect: emitters, which spawn a new particle at set intervals for a set period of time; and bursts, which spawn a whole bunch of particles all at once. Both types allow me to configure the angles, velocities, colours, and lifespans of the generated particles, allowing me to easily generate a wide range of effects, from dust being swept up by Feather Jumps to blood spurts when you die and, of course, the sparks rising up from lit braziers:

Collision systems
Ah, yes, my eternal nemesis. This one's worth sharing as an example of what not to do.
In previous games, I've had two types of collidable object: ones that are solid in every direction, and ones that can be passed through from underneath. This time round, I tried to be clever, and used tile flags to determine separately whether a tile can be collided with from above, below, left, or right. The ceiling, for example, can be collided with from below. In fact, it should only be collided with from below, so I don't need to bother setting the other three collision flags, right?
...right?

Whoops.
Factor in a handful of missing collision flags, and a bug that meant ceiling collisions weren't calculated correctly anyway, and you get yet another Ludum Dare entry with serious or game-breaking collision detection issues. I know this is one of the perils of using an engine that doesn't handle that stuff for you, like Unity does, but still, after five years of doing this, you'd think I'd have gotten better at it.
Phew, that's a lot! If there's anything you think I've left out, though, feel free to ask below! Over the course of the week I'm going to try and get the first post-jam update done, and then over the weekend I'll perform the post-mortem.