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Intro

The prior two LD jams in the past year I worked in a duo; but this time, once again, I went in solo. It turned out pretty well, even though I only managed to squeeze 30 effective work hours into the time frame due to a hectic upcoming week. That week is now long gone so it is time for some reflection.

Plan

The day before the jam I got an idea based on a vision I had quite some time ago. Basically tactical squad management with robots that fall from the skies. The mechanical inspiration came from Atom Zombie Smasher (an old favorite) and the thematic inspiration from MGS5, which I’ve been playing for the last two months at this point (it is quite good, even if Kojima constantly tries to foil it with inane supernatural elements!)

Schedule

I knew that I couldn’t spend as much time on the project as usual so I laid down a simple, yet effective plan: programming first, critical graphics next, level design/tutorial third, and nice to have features if there’s any time left. Well, there wasn’t so audio among other things was cut.

Development

Surprisingly smooth going overall. More work on graphical assets would have been nice as the levels are just made out of simple shapes, but at least they are functional.  Coming up with the name was about the toughest job in all and even then the outcome exceeded my expectations (51 letter is pretty good right?)

Result

Fun jam! With more time the outcome could have been even better, but that happens. I did release two bug fix versions and I’d like to release a proper post-jam version after the holidays are over.

Have a restful rest of the year.

 

Play it here

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