Keeping working on my GBJAM entry, a dungeon crawler based on the gameplay of Link's Awakening, with random dungeons. Spend hell of a lot of time on the random generation part, so my submission was little more than a tech demo, with one single monster, no furniture, no map, no item pick-ups aside additional hearths and health potions.
It's a wonderful opportunity to stick my fingers in procedural stuff, I really love it but damn getting something out of an algorithm isn't as easy as I thought. I now have a lot more features, but mainly made the proc gen more solid and interesting. I try to make the game solid before going nuts with content.
Here is an early gif of the proc gen of a dungeon. It's show as frames, it was useful at the time for me to understand what was going wrong, now it's obviously quicker, made in a few frames inside loops.
Here is a demo of the actual gameplay of the thing:
And here is an early version with the fully working but not implemented bow:
It's a sweet pet project, I might not spend hundreds of years on it, but it will be fun to go back to it from time to time.