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WINS

  1. Completed core mechanics
  2.  Dabbled in pixel art, rather than my usual 2.5D approach.
  3. Lot of reinforcement of programming patterns (observer, pooling etc)
  4. Doing everything (except SFX, even then used Audacity to mod the standard clips)
  5. Had a ton of fun.

LOSSES

1. Nowhere near enough time spent playing testing. Would have tuned the game better.

2. Ran out of time to add a feature that would make the game much easier to play. Took me 15min to add to my own build, but is definitely outside of what you would call bug fix. 

3. Lack of polish, again time constraints.


Still main thing was the enjoyment in pulling it all together.

I never aim for the top spot in a jam, mostly because I know I likely won't have the time to think about polish, but also because I tend to find the feedback I get more valuable.

I still consider myself to be learning, so every jam normally includes an experiment or 2, and is normally a different style of game to what I have made before.

The bit I didn't enjoy with this one is that I got so close to the deadline that I didn't even have time to fully test the build I uploaded.

Luckily, none of the feedback has been outside of expectation on the technical aspects.