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Thats so nice thank you so much! We developed the game in the Godot engine. We're a team of two, a programmer and a programmer/artist, the artist uses procreate and sometimes aseprite for artwork.

This is our third jam, we did our first in January, and before that we had made one really bad Godot mobile game lol. After the first two jams we realized that we focused way too much on trying to get tons and tons of features and we decided to go super small scope this time around. Not that what we did was small but once we got the jumping / cloning mechanic done the rest was just slapping down the building blocks. I won't lie I did not get more than 2 hours of sleep on Saturday night but it was all worth it.

Also another huge thing is that we learned how to very quickly get implement the core infrastructure blocks and all that boring code. By that I mean we have a pretty set standard for our audio manager, scene manager, UI / settings manager,  even our directory layout is standardized now. The key benefit is 1 the time save but also 2 that whenever we do a jam we don't have to care about any of that stuff, we just get to immediately work on the fun parts and prototype the core idea.

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thanks so much for the info! I'm glad to hear that y'all are getting the hang of it, even if you don't sleep haha 😂