
So, It's been a while since I've successfully done a jam. It's been a while since I've actaully published a game, I've worked on a lot of projects, but I just needed to start and finish something new in order to get in the habit of making my progress known.
Fortunately, that's what game jams are for, you and a bunch of other people schedule some time to work on a game outside of your normal working hours, and you post it at the end should you have something finished. I have attempted several other jams between then and now, but usually there was one reason or another as to why the project couldn't be done (usually scope creep).
That's why I find more success in week-long jams, you come up with an idea related to a theme, spend a day sketching out the design document, put together some assets, then you spend the rest of your time building a game. You make a smaller project, but you don't end up promising features that you don't have time for, you only focus on what is necessary.
To that end, the jam I partook in this time was the 1-Bit jam, a jam focused on creating games with a 1-bit aesthetic, usually through monochromatic pixel art. It's a style I like using in my own projects so it's a jam which meshed well with what I wanted to accomplish.
The jam's theme was "Winter", so my thought was about attempting to survive it. To that end, I had a lone soldier, armed only with a pistol trudge through a hostile, snow covered land with dead trees and little hope. In order to accomplish this, I wanted to create a grid based puzzle game where resource management was key. To that end, I programmed a top-down grid based movement system where enemies react to the player's presence and either follow or shoot them. I'm proud of how I implemented aiming and shooting the player's gun, you aim through holding the space bar and release it to shoot.

I think I want to put this game in the oven some more. I think I've got a nice core idea here, but the current format (level progression) doesn't suit the atmosphere I'm trying to go for, and was decided on due to time constraints. I think I want a key piece of the puzzle to be how the player manages their bullets and health across multiple challenges rather than a single challenge, sort of like old puzzle rpgs such as Tower of the Sorcerer. That would help create a more survival oriented experience, and would open the door for multifaceted solutions to various problems. Plus, it could open the door for a unique story I have in mind which I am not ready to share yet.
There are technical issues as well, moving the player doesn't feel the best at the moment, I think that's because there's a delay in order to account for the enemy units taking their turn, there may be issues with pathfinding on the enemy's behalf, I need to stress test sometime in the future. Also, sound effects, sound effects would go a long way.

Also, I've always had other people do the exporting and screen compatibility troubleshooting when I was at Champlain, so that's something I need to learn how to do myself. Overall, I'd say that this jam was pretty successful, just being able to say "I released something this year" is honestly a very welcome breath of fresh air.
If you want to see what I've made, check it out here.
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