Seeing developers' afterthoughts on their entries inspired me to shed some light on mine, on the process of coming up with the idea, prototyping, and what I think of the result. Hopefully this will be concise lol.
So, about the idea...
I wasn't really gonna participate in LD 56 due to the theme and just not having any ideas altogether. I then saw a comment of someone (I wish id gotten their username) saying they were gonna make a game abt a snail. This reminded me of something:

Thus an idea emerged: a snail racing game. Problem is, even for a weekend-long jam, Undertale's Thundersnail was way too simple. So initialy I had decided to implement 3 mechanics:
—* Type the keys shown as fast as possible
—* Random Obstacle would appear requiring to spam Space
—* A fail condition causing the snail burning on fire like in Undertale.
So how was the implementation bit?
You see, the thing is...
I only got around implementing the 1st mechanic, due to time constraints and design decisions. I actually had implemented it on the first day! The system is really simple but it was a surprise to get it down that early. The other features though never came to fruition. You see, the snail would burn on fire if you typed lots of letters wrong, but like, you don't rly need that, since you'd lose the race anyway. The obstacle I never implemented because the game loop was already 'working' and I got lazy :stuckouttonguewinkingeye:
One remark I got about the game was just how you barely look at the race and more on the characters at the bottom of the screen. I wholeheartedly agree and actually I thought of changing it so the letters would show up on the top of the player. The reason I didn't do that was related to:
—* How much time there was (don't fix what's not broken lol)
—* Game's difficulty (with nothing going on at the bottom, you can show multiple letters, allowing for anticipation and therefore an easier game. Putting them directly above the player restricts both space and thus predictability)
Bold 'nd Brash?
The sprites took most of the time, if i'm not mistaken. After implementing the letter system, I drew this ugly fella (i had sworn it looked better after finishing it 1 hour later). I later changed it to make it more similar to Undertale's and added white outline to make it stand out better against the finish line that is the same color as it.

Btw I decided on a whim that I'd choose a random pallete on lospec, so I got this ExpandedDreamland Palette. It was definitely a challenge making a cohesive design with limited colors lol.
So what's next?
I got a bit 'burnt-out' by the time constraints. It wasn't my first entry to a 48-hour jam, but it was nevertheless tiresome. I was making a 3d game before hoping in and man I kinda missed not having a deadline. Got frustrated a bit with my tilesets both artistically (wish they looked better, specially the water puddle), and on adding them to the Scene, as Godot's tile system is not streamlined. The sfx was a pain to make it feel decent. I just wanted to submit the entry and be done with it, that's why there is no music (plus I wanted to focus on testing the game and allat). Later I got motivation to make a decent thumbnail.
With that in mind... :snail:
I'm kinda bewildered at how many people liked it. I think I got the mechanic right but I wish I'd made more interesting levels. They feel same-y and could've been exploited to make something more in depth. Nonetheless, I'm content that people played and enjoyed it more than me. I'm also relieved that I'd toned down the difficulty a notch, since that meant more people finishing the game.
If you haven't and you're interested in playing it, you can play it here.
