Skip to main content

On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

Wow, thank you for your comment. It means a lot to me, as I spent so many hours in front of my PC programming, doing pixel art and working on sound design.

I have to say - i'm still floored how you made all of the content for this submission, 5 days into the jam.  I'm just curious if you reused some logic from a previous game to save time, or something like that.  Since the overall system implemented seems relatively complex.  If you could give feedback on the process of how you chose a mechanic and to build off it, as a fellow (partially solo) dev, I'd love to improve my process.

Basically I worked the most in the initial phase, about 9-10 hours every day to get a prototype running. A bit crazy, I know. I had the idea for longer and the theme fit perfectly. I also have a lot of experience working with music, art and programming which makes me work quite fast. I worked a lot with cellular automata and fluid dynamics at university, so I had that implemented quickly. Most time went into the art and programming. I also reused some general stuff like screen transition and animation code to save time. Mostly those optimizations and general good planning and organization got me that far. Get yourself an analog notebook and a pen, don't do it digitally!

I use MIRO - virtual whiteboard, but the idea is good!  Thanks for following up.  I've got some stuff to think about before my next jam!