In case you don't know what a game jam is: It's an event where game developers meet and form teams to make games within 48 hours - for fun.
My family managed the kids while I was there and I was able to work most of the time on the game.
I made good progress most of the time, though I also noticed that some workflows are not as good as they should be. I implemented sprite mirroring on Saturday morning for instance simply because I didn't want to make animations facing both ways by duplicating the images... that the sprites use less memory that way was just a bonus.
There are also other things I've noticed that are missing in the set of functions I already have:
I think if I had these things, I could focus more on working on game related things. The current game is very difficult to play for instance because the enemy behavior isn't well balanced. While my plan is to finish MicroVektoRoids first (it takes too long right now for various reasons...), I would really like to improve my tool pipeline at one point. I actually tried making a sound editor the recent weeks:
... but it's quite painful to code all this stuff in C++... It would be nice if I had my tools using the same code base as my games do since this would save me implementation time, however, I am not sure if this justifies taking this approach.
Apart from all that - the feedback on the game jam was very positive. Lots of surprised looks when I showed them the hardware. Though - I think an XL variant would be beneficial... many complained being unable to read the texts.
Oh, and in the voting in the end and I actually finished 4th :)