I had a lot of fun making this game. Usually my jam games involve doing a random gameplay gimmick. This time around, Alex and I decided we wanted to try to make as much of Ocarina of Time as we could in 48 hours. By ditching a gameplay gimmick and instead doing a development gimmick, I kind of re-found my love for developing games. This game really reminds me of something I would have wanted to make when I was first starting to make games with ZQuest when I was 11 or GameMaker when I was 13. The game itself doesn't have much to it, the gameplay was thrown in last minute. But there's a certain charm for me to make a game like this.
My development process was a bit backwards. Instead of starting with gameplay, I started programming the level management system, persistency system, and dialogue system. Because of this the combat is extremely lacking. I don't think I would do this again, but I do believe it was a good approach for our goal (which was more to see how much we could get done in the time frame). Also now I can make more adventure games in Unity without having to do all the tedious programming!