New jam, new terrible idea: a game about being a ghost who can only interact with the world by knocking things off shelves. Whiteboard is already a mess of arrows. This is the good part, before anything is actually hard.
★ StarDiary ★
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Solo indie developer. Freelances by day, prototypes strange little games by night. Currently three weeks into a one-month game jam she signed herself up for.
New jam, new terrible idea: a game about being a ghost who can only interact with the world by knocking things off shelves. Whiteboard is already a mess of arrows. This is the good part, before anything is actually hard.
The physics for "knocking things off shelves" turned out to be the whole game, and it has been broken for four days straight. Rewrote the collision code three times tonight. Seriously considered scrapping the whole concept around 2am. Did not scrap it. Went to sleep instead.
Submitted the demo twenty minutes before the deadline. It's short, it's janky in at least two places I noticed and didn't have time to fix, and I am unreasonably proud of it anyway. Sleeping for the next twelve hours. The ghost game is real now.