I released the first post-jam version of my submission cakewalk. It is mostly a graphics update where the placeholder graphics for enemies are replaced by space rascals who are a fish, a shuriken, a flame and a cannon. There are also some graphics effects like a glowing line, explosion and warping level transition. All the updates are additions I wanted to make during the jam but didn't have enough time. They're meant to move the game away from a minimalist, abstract style toward something more substantial which I think makes more sense for the game since it already has a main character. And so now we know what the cake is up against!

These are zoomed in versions of very small 12x12 sprites. I didn't want to increase the size of the enemies because I would have to change the design to deal with new collision parameters, so I just made very small graphics. I like them, but well, they are tiny, and therefore difficult to both see and make. They look a lot better than the original X graphic, though.

The other graphics additions are effects generated by pygame code. The glowing line uses algorithmic generation to add a random gradient to the line each time a level loads. The portal and explosion are sprites built by looping through position and alpha parameters using ellipses. And the warp is a simple scaling effect that is generated at run time to avoid scaling a large image in real time.
https://youtu.be/cIOE2q2nspA
I started a dev log on itch (with basically the same information), and I also finally made a mac build for 64-bit OS X 10.14 (it should work on other 64-bit versions, but I haven't done a lot of testing for mac)! The OS X build is available on the jam submission page along with Windows and Linux versions.
