Thank you all for the very kind comments! :heart:
@jag good point about the contrast! I've mostly viewed the game on a monitor indoors, but I took a look at my phone on my way to work today and you're right, the readability could definitely be better. The blue did not show up well.
@furano Thank you, that's a good question! I'm quite happy with my setup, so I don't mind sharing some info :)
I don't use any "game engine", but I have my own set of tools that I've slowly been building over the years. I work in C, since I'm very comfortable with the language, and I have a collection of libraries that I've built for my own personal use. They're mostly undocumented and they lack a lot of features, but I feel very productive using them since I know them inside out. Apart from a base framework for graphics and file system tasks, I guess the main things I use are:
* A system for hot reloading code. Whenever I change a source file, the game code is recompiled into a dll that replaces the update function of the running game. This means that I can tweak stuff very easily, compared to having to restart the game constantly.
* A simple ui system with immediate mode functionality that I can use to quickly build debug interfaces. Here's a view of the "level editor" I set up for this game. The ui system is used for the gray panel to the right: ps_level_editor.png
* A built in "sprite editor" that lets me paint directly on any sprite while the game is running. It's a very limited system with a palette of just 32 flat colors, but I've found a style which I like and the immediate feedback is worth a lot in my opinion. Here's a crappy sped up gif of me scribbling on the rock sprite, then playing around with the colors. ezgif-1-dde23252f5.gif
* I've been trying to learn a bit more about audio so I spent some time this summer writing a weird realtime synth engine. This was the first time I got to actually use it, and there are some things I want to fix, but it worked quite all right. It's also embedded in the game, so I can easily switch to it with a hotkey while the game is running. ps_synth.png
I started the game with a template file that has all the intialization for the different libraries, serialization/deserialization of data and stuff like that. But all the game code was (of course) written during the weekend. I wrote it all in a [single c file](https://www.vidarnel.se/code/file?name=apps/ld51/game.c&ci=1c91d713b70c0c13) and most of the code for the game was in a long (1100 lines) update function. It's kind of a mess, but I only had to keep in all in my head for 48 hours :laughing:
Wow, sorry for the long post! I like writing tools and I guess I got exited when you asked me about them :blush:
Anyway, thanks for playing the game and taking the time to comment, I really appreciate it!