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Slow and Steady Loses

  • 2 Devlogs
  • 5 Total hours

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

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2h 29m 4s 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 4s 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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