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Thanks! You might be surprised to hear that I wrote all of the code during the jam. For example the selection wheel took around 120 lines of code, and maybe 1-2 hours of my time.

Sounds about right. And hour or two, yup. But I would've managed to break about 5 times later on and spend another 4 hours on just trying to fix it again :D

Oh yes, that's my secret weapon, writing code that just works! That's why we have so much content too, I simply programmed it in and hoped it would work as expected. Master's degree in Computer Science probably improves the odds 🤔.

Having to debug some weird and unexpected bugs is pretty much the worst thing that can happen during a game jam.

Well, it depends. The reason this happens to me so much is that I try to do something new every time I jam. This time, for instance, I leaned heavily into Unity editor code. Made some graph tools and whatnot to build our maps. Eventually turned out that we only had one map because time, so that was all a bit of a waste of time, but the point is: lots of really occult problems. Mostly to do with serialization. But now, a week and a lot of refactoring later, I learned a LOT about that topic and understand where those occult problems originated from. Sure, it made our game worse (sorry team lol), but it's certainly a more entertaining way of learning than just getting out some dusty tome :)