Mid-jam I feared that I won't have anything remotely playable, but in the end I was able to submit something.
What went well
- The scope was rather well chosen all things considered. Fortunately I was able to shave off a lot of features that I have initially planned, without compromising the core gameplay too much.
- I was very pleased to discover the pixel tool in Affinity Photo.
- Choice of a 12x12 tiny block size helped a lot, since this was my first foray into pixel art after two decades.
- Love2d was great to use, I didn't have any hickups.
- Somehow I managed to retain a normal sleep schedule.
What went poorly
- I have realized way too late that my logic for making pieces fall after explosion is wrong. This makes the game harder than intended.
- I've spent too much time animating the conveyor belt, when I realized I could have had it done in a few minutes.
- The controls are not well explained and somewhat unintuitive, they require more work. This is similar to my previous game, so definitely something to work at.
- Too much time wasted just playing around with the game rather than coding.
I'd like to continue working on this one a bit. There are so many features that the game is missing:
- Music and sound.
- Actual puzzles, requiring some planning.
- More levels.
- Crawling, jumping, falling…
Some of the features I wanted to have in the original game. In my head the game should have looked much more like ancient ruins, in the current version one has to squint quite a bit to find the theme.
- Sand tiles that always spill over.
- Buttons and doors.
- Water and water bricks.