Slow and Steady Loses
- 3 Devlogs
- 11 Total hours
A game made for the GMTK Game Jam 2026, with the theme of countdown!
A game made for the GMTK Game Jam 2026, with the theme of countdown!
Sorry for not devlogging as often, I really wanted to spend every hour I had working on this project.
More details on the biggest parts below.
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.
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.
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.
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:
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:
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.
What I’ve done so far:
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:
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.