My biggest failure is over scoping. Given the longer than usual 1-month timeframe of the game jam, I grossly overestimated my project scope, resulting in a game demo rather than a complete package. I knew I wanted to make an open-world game, yet I had no real experience completing one. This led me to believe using tilemap and pixel art will allow me to create small sized open game worlds quickly. In reality, the assets and plans required to create an interesting game world worthy of exploring of any scale, takes a considerable amount of time. Furthermore, small features such as lantern collisions that allows an open game world to function adds up and became a huge undertaking. For future projects, I’ve learned to prioritize better design planning completing alpha builds that utilizes final art and designs.
Despite being the core mechanic, some of the light utilities can be completely ignored as the darkness wasn’t restrictive. Since there’s no punishment for being in darkness, the player can freely walk around and pickup/drop lanterns rapidly. There’s never a need to throw the light for exploration given that there’s no danger ahead. This should have been an obvious loophole had I done more early testing with smaller levels that are representative of end state of the game, yet it ended up being a major oversight.