Posted August 11, 2025 by ingdani
Hey, so GMTK happened.
With how many IRL things got in the way of jamming, I almost wasn't able to put out a finished game. Nothing a 14-hour overnight solo dev marathon can't fix, though.
I ended off with a game I was quite happy with, and it seems many fellow jammers felt the same, as it did well in the ratings for multiple categories.
Based on the positive public reception and my own fondness of the project, I've decided to commit to making this jam game a full release! With all the bells and whistles and things you would expect from a real, polished product.
That being said, this game and I have a long way to go. To start, let's address some jam feedback:
Some smaller but still relevant pain points some players brought up were the game feeling too overwhelming (can be remedied with easier introductory levels beforehand) and wanting the dash to have I-frames (easy to implement but will have to test to see if it is good for the game or not).
After some playtesting and deep ruminating that would make Plato jealous, I've identified some possible solutions to these problems:
The post jam update will just include the first two changes - revamped UI and difficulty balance changes. This way, players will have a more polished demo-esque build to play with while I work on fleshing out the core gameplay loop represented in the build, as well as the story and progression framework supporting it. I might also refactor some code that was rushed in the last minute deadline marathon so that it's better to work with in the long run.
There won't be any new major content updates for a bit after the post-jam release, but I'll probably provide a couple design updates here and there. Once I've designed enough of the game to start seriously implementing it, you should expect a lot more cool updates art, dialogue, and music featuring actual content.
The difficulty stuff must happen before the cool and flashy stuff. Stay tuned for all of it in the months to come!