Crunch


It always seems inevitable that every game, project, or task has 'crunch' time. Many people always talk about estimate a project lengths and then adding 50% into the development cycle just to account for 'crunch' but in a 48 hour game jam it always just seems like too much.

We had a stand up meeting with people before they left last night and Zack thought we were in a good place to finish with something playable by 6PM. As with any project I feel however, I'm always looking to try and finish a little earlier as there will always be hiccups changes that add unexpected time to things. 

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Stefen: The tiles are like... 2k by 2k... resolution - so when making levels it's like, trying to create a gigabyte per level.
Huan: Well the tile image has a 300pixel per inch density
Everyone: ...what?!

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Ah, that's quality game jamming right there.

Get Multilateral Melt

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