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gbjam 12 starts in just 2 days, and as i do every year, i am doing that. but there's another game in the works, so let's check in on that before we go.

i've been kind of neglecting the patreon. summer is a tough season on me, for many reasons, and because of that, along with stacked misfortunes at the start of the season, not as much got done as i'd like - there's still a decent amount to do on this walkaround. it'll be bigger than the june 4/13 walkaround, smaller than eoa1a2.

i really wanted to try 3D for this walkaround, but as it turns out, that shit's hard. like, crazy hard. in the course of making this, i tried blender, which was overkill, crocotile, which was underkill, and blockbench, which was honestly, kind of perfect, but i still struggled enough to say "i am going to give this another authentic shot in the future, but not now"

naturally, the move back to 2D has yielded some much better results, both in terms of fidelity and ease of production.

these arcades for the elevator were removed to make navigation easier, but i like how they look, so they can go here, in the patreon post.

i said there's not as much as say, end of act 1 act 2, but there's still about 70 unique talksprites across 16 characters, which is the bulk of the work that remains. from there, with the weather cooling down enough that i can touch my tablet without grilling my skin, things ought to return to bdth-standard in october.

there's a lot of cool stuff that i've got cooking! i want to get back to it. i need to cook.

 

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