It's done!


It's done, and with hours to go until the deadline.

For our 3rd jam, it turns out that more planning up front, copious use of pre-existing assets and a lot of hard work make things go a lot more smoothly.

Oh.  And a willingness to say "I have no idea why that is/is not working... we need to move on" tends to help as well.

We knew we wanted to make a rogue-lite and the shooter theme made sense to us.  We kicked some other ideas around and whiteboarded them out, but this one seemed the most tractable problem and it was fun to play.  Simple controls.  Gave us time to focus on getting things right so the experience could be a lot more polished.

I like to think we've succeeded. :)


Now back to the real world... (that's the real inevitability that we were delaying, isn't it?).

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