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Thank you! ^-^

The development went really smoothly... I wanted to do as much polish as I could for the three hours. Which was pretty easy, just standard out-of-the-box particle effects, screenshake, 2D lighting, etc. The particles do a lot, for so little work (like a line of code haha)!

I used autotiling tilemaps to try to make things fast, but that still ended up being what I sunk the most time into, just like an hour and change working on the map. Most of my intended features were cut, like enemies to follow you around.

Not my best game by any stretch, but I'm happy with what it is for my first three-hour game jam. I (obviously) have difficulty with scope, so next times I'll try to make something a bit simpler haha...

My big regret of this game though is that the HTML5 version broke *right* at submission time. I didn't have time to try and figure out the problem, and honestly it's still super daunting to me, there's so much that could be causing it and I have no clue where to start with it... Hopefully I'll come back and get it working.

(+1)

Maaan! So cool to hear the insight of how it went for you! Cutting features is key to fit in deadlines! I feel like you're doing pretty good in the scope and planning department! :D Definitely looking forward to playtesting more of your games in the future! :) 

Thank you :)