I’m glad that I took part in another Ludum Dare. This being the second one, I was hoping for a nice challenge to present itself. The first Dare was not too hard, but this one took a toll on me. How? It had me questioning the very existence of what I was even doing. It took me about half the time of the Compo to think of a proper idea, and I just barely finished in time for it. Instead, I submitted to the Jam since it’s only my second time around. So here’s the good and bad.
Also if you haven’t played this yet, head on over here

Mobile port screenshot
The Good
So basically there was a lot of fun involved in making this game. I did not put a huge amount of effort, yet I still got some nice positive reviews from various individuals. The game evolved rather quickly from a simple idea of possibly anti-gravitation snake to what it is now: a bouncy fun time of anti-gravity stuff and you dodge spikes while trying to collect coins. Overall, I’d say that not just the idea was the best I could think of at the time, but I had numerous friends who kept me going. As mentioned, it took me 1.5 days to figure out what I actually wanted to do. The original idea was terrible, and my friend xkaype who also entered kept giving me the best optimism I’ve ever heard. They didn’t give up on me, and neither did any of my other friends. To that, I am very thankful towards all of you guys!
The bad
Alright so this is the part where I will tell a story of a guy who entered this Jam and basically had no clue what they were doing. Seriously the original concept was alright, but due to numerous logical flaws in the code, the idea wasn’t going anywhere. You were supposed to be some kind of square shape hopping on platforms to reach either a sun or moon tile which would be the two ‘buttons’. They’d change the time of day and plants would grow and the player would have to traverse the level using this idea. Once I introduced a dual-layer mechanic for more interesting ways to lay out the puzzles or whatever one may call them, it got flawed. I lost interest in it due to this, and on top of it all, the game didn’t feel right to me. I had to start all over which was the best idea, but I hated having to do that.
Overall
I’ve looked into all the comments given to me so far which most notably is the complaint that spikes spawn right below you. Yeah that was a bad design choice. To be honest, I couldn’t think of another way to do it. Fear no more! I’ve actually fixed this for the Android port or any future ports. I’ll continue to look at the comments for anything that people may suggest for the future, but right now I think the way the post-jam version has been redone is fine. Anyhow, I hope everyone enjoyed Ludum Dare! Good night!