"We had all these grandiose plans. We initially had a twenty page design document, filled with sketches. We thought this would save us some time. Instead of finishing the game as designed, the only way we were able to pull anything off within the time limit at all was to throw out 90% of what we'd planned and focus on the one mechanic that we'd gotten to work. All that work we did in the middle of the project was buggy and broken and we didn't have time to fix it."
"Instead of giving up and simply not submitting anything, we realized that the basic 'shooter' mechanic that we'd implemented in the first couple hours of the Game Jam were enough to feel 'fun' all on their own. We pared down the game to its most basic essence."
"We threw virtually everything out: all the boss battles, all the puzzle elements, and what we had left was a simple, fun area shooter. Nothing more. The amazing thing is that in so doing, we had extra time on our hands to polish...