
Intro
During this LD, we faced many obstacles that would've easily ended our run. We face an existential crisis when we realized our actual game had nothing to do with the theme. It was also the first time we worked with two other first-timers to game jam when the original member wasn't free. Alas, we were able to make it on time with ease. Below describes our thoughts after finishing LD.
Obstacles
We had plenty of obstacles during this time around. Isaac, our main artist, won't be available for most of the jam. Ken, our programmer, had to become our stand-in artist. All of us had to work on Monday as well. We were a little bit pessimistic when I, the main gameplay programmer had a power outage. I had to consider finishing the game outside of LD instead but guess what, we persisted through it and made a game anyway.
(I was really happy and excited when this finally worked)
Original Concept VS Actual Game
People might be wondering "wait, what does this game have to do with the theme"? You were right. Originally, the game was meant to have way more portals and way more "past versions of yourself". Passing through each portal meant that you are going "deeper and deeper into the time layer". Alas, it was all lost in translation during the level designing stage. We ended up having a static camera, which meant a smaller level, which led to fewer amount of portals possible.
This is what we were imagining it to be on a smaller scale:

Team's Thoughts
This was the first time I worked together with two other colleagues from the same company (we're all from the same company, including Isaac). I sent a survey asking each team members to see what they think about this time's game jam.
- The game jam went well enough.
- They felt their contribution was appreciated averagely (or maybe no thoughts on it?).
But most importantly, we scored the highest in terms of how well we were working together compared to the company we are working in. I made a meme about that.

The Good
- Definitely the "Tenet" time travel mechanics. Went better than initially thought. It was a risky idea that paid off.
- We had enough sleep and never had to work overtime this time around. Mainly because we kept the scope really small this time around.
- Music, screwed around in Bosca Ceoil for the first time and pushed out a passable gameplay theme in just a few minutes.
The Bad
- WebGL Physics sucks. It worked way better in the Windows version. Oh well.
- The game was too easy and too short. If we had enough time, we would've made more and better levels.
- Level designers thought the camera must always be static, and thus the level had to be designed around it. It was a miscommunication within the team but it was too late to change it.
- If our main artist was around, we could've made it look even better, such as turning it into a 3D platformer. Alas, at least Ken was competent enough to be a stand-in artist.

Conclusion
Working on this game proves that we can work together pretty well if the company didn't hold us back. This also massively gave Seng Yong and Ken much-needed experience, as this was their first game jam. We are hoping to turn this into a full game with Isaac once he's back on the art helm.
