While making Perish Alive, given the time restrictions, we had to take a lot of quick decisions, and some of them were results of testing out the easiest possibility.
In the beginning, all we knew is that we wanted our game to be fast paced, but the execution was quite unclear.
We quickly decided that we wanted the management aspect in the game, so we added rooms, resources, and a way to gather them.
While examining/researching other games, we realized that, for the switching humans between rooms mechanic, we could go in a variety of ways. I went ahead and implemented the simplest one (which is drag and drop) to use as a placeholder so we could get moving with adding more features.
![0iB_Yr[1].png](///raw/48d/d/z/33bda.png)
We quickly realized this not only added to our desired fast-paced style, but it was working pretty well as well :smile:
Then, while working on the room upgrades, I realized we needed the player to have some feedback on what each room does, and how an upgrade affected the room. I quickly hacked in a tooltip system, linking it to the UI.
Thanks to the code being extensible and standalone, it was really easy to add tooltips for everything once our designer proposed it, and I couldn't see why not! I added a tooltip to pretty much everything, and my team loved it!

In general, this made me feel like I was affecting the direction of the game, even if it was with my laziness :grin:
This was by far the most fun jam I ever have worked in, and I think I learned the secret to enjoying the jams the most : -------- getting my hands dirty with lazy design decisions :v: