@PeachTreeOath Thanks!! What I remember exactly: I slept 8 hours each of the days. I spent the first 5 hours or so coding custom platforming physics and the character sprites. They were not, perfect, but just good enough to keep going. From there, I started level designing all the way, coding stuff as I was needing it and playtesting every section as often as possible. I built the levels with blocks and added the tile art later (I wasn't sure if I was going to have time). Making the different ends was an idea that came along the way. They were easy because they were just reused gameplay graphics and a line of story. I used the last 5 hours of the second day for sfx & music (approximately 1 hour for making+adding all the sfx and 1 hour per each music theme). I'd say overall my time balance was something like: 25% coding 15% graphics and animation 50% level design & testing 10% music and sound FX
I'm very happy with the amount of content I managed to pull out in this one. I'd say the key was to shift coding time into level design and to go for a very time-effective art style.
I should probably write a postmortem after this comment lol