Day 1 progress... SLAM ATTACK!



I started the jam with lots of gameplay ideas and a vision, but my final product ended up much different than I imagined. Much more like a mechanics demo prototype than an actual game.
On my last day I had to spend a lot of time squashing bugs and refining the mechanics...there was just no way I could add any major features without breaking what I already had started.
Did anyone else face the difficulty of having to change scope in the middle of the jam and make sure you could finish something?

I had a lot of fun experimenting with sound design this LD Jam!
I wanted to take a break from BFXR and LabChirp this time, so the only tools I used were a nose whistle (aka Bocarina) and a crinkly protein bar wrapper, as well as some other odds and ends.
It was a lot of fun! How did your sound design process go in your game?

Anyone else go through multiple (or dozens of) iterations of their thumbnails too? :laughing:
It's always interesting to notice myself scrolling through everyone's games and trying to be observant of how my eye is caught by certain designs, while subconsciously passing over others. It's a really interesting meta-game to dissect!
Also a very important factor to marketing if you have aspirations for releasing paid games in the future. (I hope to some day!)

So I expanded my compo game a bit last week! Thanks to all who played and rated my game. I really appreciated all the feedback that helped me keep working and improving :)


I learned a lot this jam and it was so fun and super inspiring to play everyone's games last week!!
In my compo, I experimented a lot with sound design, making sounds from scratch with just my mic and a few things around my office. I came up with some really efficient methods for generating the exact sound I wanted using Audacity's PaulStretch + BitCrusher, and then just changing the pitch speed in Godot as needed.
I also started to wrap my brain around data approaches to building games. I created custom resources for the first time in a real game and WOW... seeing the potential now has me thinking this will drastically change my whole approach in the future.
I didn't get to implement all the different types of upgrades I wanted in the end, but I was able to quickly make some adjustments in the data for character stats that was super easy to manage during the last minute crunch time when I needed to add a few stats that could be upgraded.
Custom resources are so cool!!
https://www.youtube.com/watch?v=thiKk2-jzHg