For LD32, my entry featured considerably more sophisticated (though not necessarily better!) visuals and map generation than my usual entries. While I’m proud of the fact that I pushed my boundaries, it definitely meant that the gameplay suffered. In particular, many features that would have been fun and thematic had to be cut at the end.
This time, I want to end the compo feeling like I’ve created my most polished and “finished” entry yet. I want to do this by using minimalistic graphics (but with plenty of finesse, polish, and extra effects to make the simple graphics feel intentional and well-executed) as well as a focused set of core features. Basically, I’d like to make something that feels as cohesive and complete as my successful “Drill18” entry — though I’m certainly aiming for fewer features and less complexity, because that thing was a beast and I still have NO idea how I pulled it off.
I’ll most likely be using Unity again (not sure about 3d or 2d), though part of me is tempted to use JavaScript to make something that looks like an old-school text-based adventure.
If you’re anything like me, LD will be the best time to do some deving, since you’ll just procrastinate otherwise. It’s also good experience for what it would be like if game deving is what you want for a career, since you wake up, have breakfast, dev like crazy, have lunch, dev like crazy, have dinner, dev a little more, bed, repeat. It’s really really good, and you won’t be dissapointed you did it.
Your game won’t be anywhere close to what you originally imagined, and the code will be very sloppy and probably not at all flexible, but still, just do it.