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Slow and Steady Loses

  • 3 Devlogs
  • 11 Total hours

A game made for the GMTK Game Jam 2026, with the theme of countdown!

Ship #1

I made a platformer where time constantly goes down, and you have to build shields on top of cities to prevent them from getting nuked. This was made for the GMTK Game Jam 2026 with the theme of Countdown and is currently playable on Itch.io. The code was all made in GDScript, with the most difficult parts being the formatting when exporting and the coding of the interactables, requiring multiple different functions and interactions of scenes outside of code. It was a fun experience to make, and I hope you enjoy playing.

  • 3 devlogs
  • 11h
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  • 38 Stardust
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6h 5m 23s logged

Finished the game and uploaded it just before the Game Jam ended.

Sorry for not devlogging as often, I really wanted to spend every hour I had working on this project.


What I had made since last devlog:

  • Finished the platforming for all levels
  • Added a tutorial
  • Added unique backgrounds for every spot
  • Added background music
  • Made a cutscene for losing
  • Created a game over screen
  • Made many minor tweaks for export

More details on the biggest parts below.


1: The main levels

This wasn’t that bad, but I did finish it around 2 hours before I had to turn in the entire project for the Game Jam. Overall, it’s not to complex with platforming, and I added a tutorial last second to help teach players since I wasn’t able to add the cutscene.


2: The art

There are many credits to give and they are all in the README and the game description, so make sure you read those. I did have to reuse the character from the last game along with the background for city one with the music. I did find art for other parts, but overall that’s what I’m most disappointed about with the lack of time.


3: Other details

I did make an entire game over screen, with an animation that plays showing a nuke dropping on a city if you fail to save the city. I added a point system which is very basic, and most of the effort was spent on the code attempting to make sure the timers worked well along with the interaction details.


This project is now done! I do wish there was some extra time to work on parts since I ran out of time with the things that I wanted to do. Overall, it was fun with the idea but I did get kind of burnt out, which is why I procrastinated making this devlog. For the last time, thanks for reading.

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2h 29m 7s logged

Made changes to the movement, created the main mechanic, and I have the idea for every shop complete.

Also I am REALLY annoyed right now as I just wrote the entire devlog and then Hack Club signed me out as soon as I tried to post it. I’ll try to put everything I remembered.


What I’ve done:

  • Main interaction mechanic
  • Finished main platforming for level one
  • Have all shop items thought out
  • Changed movement for jumps making it smoother

More on interactions below, mainly because it was the part with the most code and the part that took the longest.


Interactions were actually quite complicated compared to every other part of the platformer. There were a lot more functions that were required to be called, and half of it was code and the rest was the setup in the project with mask and interaction layers, since if you mess up a single thing everything goes wrong. Overall, I finished it and can reuse it for everything. This should be most of the code and most of the hard parts finished.


What’s left to do:

  • Finish the main platforming
  • Add background
  • Update the art
  • Add some background music
  • Add a cutscene
    • Only if time allows me to
  • Finish shop

Overall, it looks like a lot of stuff, but I think I’ll be able to finish it before the Game Jam ends. Also I wrote this twice as mentioned before, so not many more closing notes. As always, thanks for reading.

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2h 27m 21s logged

I’m currently making another platformer for the GMTK Game Jam 2026, with the theme of Countdown.


What I’ve done so far:

  • Basic movement and jumps for platformer
    • Includes coyote time and double jumps
  • Set up the main mechanic of time always counting down
  • Made the HUD (shown below)
  • Got some basic sprites (reused for now as placeholders)

Some notes on what I’ve completed down below.


The main mechanic and idea of the game is that you have to save 4 different cities, and time will always be counting down. You have to save every city before the clock reaches 0, or you will lose. I’m making it so every city has different platforming that you have to complete, since I’m better at making platformers compared to other games.


For the basic movement, there were always problems with coyote time and double jumps, especially in my last project. Since I know more about the code, it didn’t take too long to implement them both without bugs. Or with bugs, but no major ones so it’s fine.


My goals for the future:

  • Make the movement better and more controlled
  • Add a shop with different upgrades
  • Add a starting cutscene
    • Hopefully I can add some details and not just make you start from the main menu
  • Get a background
  • Add a main menu
  • Finish creating all the levels

I’ve written these all down for future reference, and I hope that I’ll be able to finish these goals before the deadline (which is by Sunday afternoon). Currently, even though it looks like there are many tasks, I think it’s possible since they are easier, less code heavy tasks. Thanks for reading.

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