I’m in
This is going to be a bit of a de-rust for me, so hopefully I can remember how to open eclipse!
This is going to be a bit of a de-rust for me, so hopefully I can remember how to open eclipse!
It’s 4:26am and I need some sleep.
I’ve submitted what I have so far in case I sleep right through the deadline: Here
If I do wake up in time, I’m planning on making some more levels, and maybe even trying to add some music 
Welp. It's been.....4 years? Since I last submitted an entry to LD, and I haven't done any gamedev between then and now really, so while I don't have anything I'm happy to submit, I am glad I actually got back on horse.
My concept was a mixture between a idle clicker game and a hacking simulator. The idea was that you're using mining and malware to get a crypto currency called CoinBois. You could buy upgrades for mining at the shop, as well as things to help you hack better.
https://magnusfurcifer.itch.io/cryptoboi
The actual game loop works, the features work (ish), but it's just not fun so I decided to down tools (And not add all the story and procgen flavor stuff) and not submit it. I'm hoping this will be the start of me putting more time into making games, because I really did enjoy working on it :)

https://i.imgur.com/KzCAjAa.gif
I've got the functionality working (Its not pretty haha), but I've lost a bit of steam.
Sometimes if I'm not super excited about an idea I just find it difficult to focus on stuff like menus. Guess I'll take a bit of a break and come back to try polish it up and hopefully improve the level geometry. There is some nasty bugs with the movement as well haha.
I don't get to do LD as often as I like but I put some time aside to do it this time with a focus on trying to deliver something that people can actually play. Often with 3d Jam games I'll leave optimization till the end, but this time I tested over the weekend as I implemented stuff to make sure it worked on multiple PCs.

The game itself is a first person movement/shooting puzzle game based on Lovley Planet. I wanted to try extend the mechanics of that game to make smaller more puzzle like levels.
Things I think went well - HTML5 Performs well - I tried to implement more juice in the menus than usual. There is an animated 3d background in the main menu, and the loading screen is animated (Though the HTML5 one is actually fake because I couldn't get threading to work). - More juice overall actually. Several particle effects, and some animated text. - I made simple models in blender (The enemy, the key, and the arm). - The game runs, has a few levels and an ending screen. - I added all the raw mechanics I wanted.
Things that I didn't get to implement: - I wanted to learn how to make music, just ambient loops, but I ended up using Wolfram Alpha because of time. - There is still a lot of hitching, even with loading screens, and especially on HTML5 where there isn't any threaded loading. - more levels with more complex requirements. - online leaderboards. - Level select