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The original concept we were working on got scrapped like a day before deadline because of complications realizing some of the game's mechanics.

This scrapping includes a ton of background scenes, UI, and CGs I worked really hard to finish before the deadline.

We pivoted to a backup idea one of our team members was working on for fun, meaning quite a few of us had like roughly 11 hours to make something substantial for the month long jam submission, on a prototype that one of our team had started working on halfway through February.

Looking at the positive, I had a great time and am proud to have shipped something with everyone, learned a lot about playing into team members strengths and finding ways to encourage development.