
Screenshot From Quest for the Golden Spork
Evidently, begging for last minute votes is a thing here. So be sure to play and rate Quest for the Golden Spork. Also, I’m supposed to link to my favorite game. I particularly enjoyed Wounded by Words.
Now that that’s over with, I’m going to expand on my earlier post mortem. I’ll start by listing off what happened each day.
Night 0:
The competition started at 9:00 for us, so we didn’t have much time the first night. However, we were able to get a lot done. The original idea was that Trevor was buying a golden spork, but the mall was attacked by terrorists. The terrorists took the spork, and Trevor chased after them. Originally, the world was also going to be steampunk.

Steampunk Shopping Cart

Original Terrorist Sprite
There were going to be four worlds, each with five levels. We also planned out around 20 weapons. We get ambitious at midnight
On the programming side, movement got done which help a ton.
Day 1:
We kept working, until someone started a conversation about the Church of the Flying Spaghetti Monster. Our artist whipped up this:

The Definition of Beauty
When you end up with a sprite like that, you have to use it. We decided to make it the boss for the game. It didn’t make sense for terrorists to be fighting for him, so we changed them to cultists. All music was written this day, and all narration was recorded. We also made a line for the boss, which didn’t make it into the game.

Cultist Sprite
Programming wise, half the day was spent trying to make path finding work. We gave up on that, and just used some basic steering. The other half was spent on combat.
Day 2:
We finished animating sprites on day 2. Our level designer made a version of the forest level, but the tiled map format doesn’t like being sent for some reason. The level was also way to large, and at that point enemies were defined in hand-written json. Most of the art and sound was put into the game. The block weapon was implemented. We were nearly finished.
Day 3:
Monday left us with very little time. In that time, the rest of the levels were made by the programmer, as well as the boss battle. Level switching and narration was also added. The last thing to be changed was the font, as it had earlier been nearly unreadable. You can rate and play this version of the game here.

Last minute forest level. Thank goodness for random placement mode!
Post LD:
The first thing improved was enemy placement. It can now be done from the editor, instead of handwritten json. The most common complaint for our game was the lack of feedback in combat. Some hit sounds were added after submission. We also added a mechanism to grab the cart, and changed the reset button to reset the cart, not the level. The game was also made slightly easier. Download this version here.
Bonus: Warmup
To warmup the weekend before, I made this. Be sure to play until, well you’ll see. Use the mouse to aim and shoot, and WASD to move. Art for this game was not made by us, it was just a programming warmup.
Once again, be sure to play and rate Quest for the Golden Spork!