Got quite a lot done since my last update 2 days ago.
- A name: Roguefall, because it's a roguelike platformer.
- Movement, jumping, bashing.
- Copied some enemies from previous games in.
- Changed the look by adding colours!!
- Added basic spikes.
During a game jam, you really don't have the time to explore different avenues and so are forced to just go with the flow. It means you get far into making an actual game/prototype, in a short period of time, but you end up with lots doubts over what could have been done better.

Moving forward:
- Ranged attacks.
- Make enemies behave differently. For example, ghosts should be able to just move through barriers.
- I'm considering adding some kind of hunger clock in the form of a turn countdown. Meaning the player has to slay the mob within a number of turns, but can increase this limit by collecting, err, sand timer drops? This could just ruin the game play, but rls often have mechanics to hurry the player along. I could alternatively just score the player based on how quickly they beat the level. That's a common aspect of roguelites.