Things that went well
I liked my editor for levels. I adapted a image level editor, and it allowed me to do some good things. It really did help to add “tutorial” at the end, with a few prefabs and a new color for them in Photoshop.
Friday
I had a rough Idea, by 2am Friday night, I would have prototype and would enhance it as I went.
8 Hrs sleep
Saturday
In the cold light of morning, see what I did the night before and throw out if I wasn’t in love with it.
Polish as best I can and start level designing
Sleep
Sunday
Polish - Polish - Polish
Deploy
I got 8 hours both nights, and THAT was a key takeaway from a previous LD. I found I spent more time in the morning trying to figure out what the heck I did and tended to break items from day before if I didn’t have sleep.
What didn’t work well
The polishing was difficult at times, I tried to add Cinemachine and Tilemaps from Unity into my mix - and had done research, but they both didn’t worked as expected. I did get Cinemachine to work - mostly, but Tilemaps were removed and I built my own “tile” editor tool. It worked much easier for me to edit with.
Character controller was a pain, and still is. I still have floatiness, but have learned a lot post jam on what causes that and what to do to change it to make it work.
Changing from single sprite to multi sprite in polishing and then character controller not flipping it correctly. THAT was a waste of about three hours - I couldn’t get it to look the correct direction, and so then tried to do a sprite sheet and that became a MESS. It was a learning item, but TOTALLY not a good thing to do during the jam.
Overall
So, I liked this game - and see it has some potential - I had a few features I thought of after the game jam was over to add. Maybe it will see a resurgence at a later date, with power ups and downs. LOL
Please play and let me know what you think:
Try it out and let me know... I need more ratings please.
