The organs tree, post time-of-death recap (= postmortem)
This was my first LDJam, not my first gamejam, and as usual, I lacked an artist π
But I made a "roguelite organ fest where you grow trees from your fallen enemiesβ organs, then harvest the result for more money, more power, moreβ¦ blood?", intended for the Compo but missed the saturday, so ended up doing 48h but finishing for the Jam.
Play it here!

How it went
I personally wasn't too excited at first when seeing the theme, so it took me a while to try to find something that was out of the classic "farming theme". I managed to find something, but unfortunately couldn't start jamming before the end of saturday, so basically lost a day. But after that I quickly settled for this "grow meat trees from enemies organs, then harvest them for money" loop.
All in all I was a bit too ambitious for the time and the one-man-team I had, so the roguelite form wasn't the best fit. That creates a situation where you have a lot of content to test to look out for bugs, which is not ideal with such a short time constraint (especially when you're just by yourself working on it), so I highly recommend people to reconsider that in the future if they want to so something like that for a jam. But personally, in the end, I still managed to get in the play-die-upgrade-restart loop, so pretty happy about that!
I probably took way too much care into making expandable systems, in order to be able to have a variety of bodies/organs setups, dynamic upgrades system, expandable enemies spawning mechanics... Which is neat if I want to expand the game into a v0.2! (will I? Eh, maybe)
But I lost some time there, which could have allowed me to put in a tutorial, or make the organ fertilizing process a bit clearer, my bad! I initially wanted to have more variety in enemies, but only managed to squeeze in 3 (due to lack of art mainly), and obviously an end-goal, like a big bad boss that you need to slowly chip at to win. That was also an unfortunate casualty.
At least I managed to squeeze in a short tutorial in the game page, to try to make it more understandable ahem
I decided quickly to go super simple on the visuals though, so simple billboarded sprites with spritesheet animations made things super easy. And quite nice to look at too. With a bit of time to add variety, more spritesheets animations for decor items, and some post-process, this could look really nice :) Also having an artist on hand would have allowed me to do a more light-hearted theme (like mutated vegetable-monsters attacking you and you have to dig inside their corpses to get the seeds to grow your own crops π) but at is it now, what I could do was dictated by what I could find online as spritesheets that fit together. Not the best situation to be in, get an artist friend, friends! π
Obviously being short on time and hands, I couldn't add any audio, and didn't have time to add proper menus, transitions, animations, juice, pizzazz, particles, all that...! The lack of audio in particular is bumming me out, but well π
All in all fun, I hope you guys all had fun with your jam!
Source: ldjam.com archive