We all love a good timelapse, especially if it shows the inner workings of something. We are absolutely blown away by the amount of positive feedback we have received, so we thought it would be nice to show how our game Sir Lancelittle went through all of its iterations during the whole game jam.
Since we're located in Europe, the event starts in the dead of night for us. Therefore we started well rested on Saturday morning, and because of this, our total number of hours developing is 63. We hope you enjoy the little peek inside our kitchen!
Day 1

After our (surprisingly quick) brainstorm on the first day we started laying down the foundation. The character to move around, enemies that would follow us, a health/death/respawn system, a room generator, and of course the first sound FX and sprites that would end up being important parts of our game's style.
Everything went pretty smooth, and we had no major hiccups, fortunately.
Day 2

At the start of day 2 we decided that by the end of the day we wanted to have the full gameplay loop done, so that we could spend the third day mostly polishing, balancing, and adding juice.
The systems we were implementing were more complex than those on the first day, naturally, so they took more time as well. The deck builder was something we really took our time with, because a lot depended on it. It would distinguish our game from a 'simple' dungeon crawler to the unique deck-builder/roguelike combination we were aiming for.
As you can see in the gif, major gameplay features were added, like the final boss, the deck system, more attacks, as well as our resident shopkeeper which we lovingly called 'frogkeeper'. The idea was that he would sell stuff, but we dropped that in the end due to time constraints.
Day 3

On the third day we really started cooking, so much so that we had to split the gif into two to show everything! At the start of the day we added a lot of the gameplay polish that made the game into what we were aiming for on the first day. The attack and deck shuffling was added, along with the card reward at the end of a room. This finally bridged the action part of the game with the deck part. So now that everything was in, it was time to really start adding more juice to it.

In the final stretch we continuously added more stuff that we thought would make the game more satisfying to play. Things like randomized spawn locations with a little spawn effect, more attacks whilst simultaneously trying to balance them, and even a new game+ feature that was added in the final hours before the deadline.
And there you have it, our little dev blog. Thanks again from us to all people who played our game. In the meantime we are really enjoying all the other games and seeing what other teams came up with. This is certainly not the last time you will be seeing us!