DEVLOG #1: HOW A GAME WAS BORN IN 60 HOURS


Hey everyone! I wanted to share how my insane three-day sprint during Minijam 179 went. The theme was "Energy," with a limitation of "Creation Through Destruction."

Idea & Inspiration

I've wanted to create something in a cyberpunk setting for a while, especially since becoming a huge fan of CD Projekt RED. But instead of focusing on futuristic electricity, I saw "energy" as our inner life force. The shocking 2024 suicide statistics deeply affected me, and I decided to make a game that explores the value of life and lost connections with loved ones.

Cyberpunk & Disco Elysium Influences

The game features clear cyberpunk elements—neon lights, references to Samurai (yes, that band), and even an apartment reminiscent of V’s place from Cyberpunk 2077. But the biggest influence was Disco Elysium, with its incredible dialogue system. That’s why I dedicated most of my time to writing the script and creating branching dialogues.


60 Hours Without Sleep

Making a complete game in three days is absolute madness. I poured around 60 hours into this project—writing the script, designing gameplay elements (like the moment when the character picks up a guitar and remembers his father), and creating stylized visuals with black outlines to give the game its unique melancholic atmosphere.


Biggest Challenges

  • Tight Deadline – Everything had to be done in a single weekend, so every decision had to be made fast.
  • Balancing Dialogue & Gameplay – I wanted players to truly feel the story, but also avoid making it just a text-heavy experience by adding small interactive tasks and object-search elements.
  • Optimization – Even a small game can have its share of bugs. I spent a couple of hours fixing issues to make sure nothing broke.

Expanding the Game

  • Localization in 6 languages (Russian, Ukrainian, English, German, Spanish, French) was a unique challenge—I had to ensure all dialogues displayed properly across different language packs.
  • Flexible settings – I implemented detailed graphics and sound options so players could customize the experience (including for those playing on low-end PCs).
  • Future Plans – I want to expand the world, deepen the story, and add more dialogue branches, allowing players to explore even deeper philosophical themes about the value of life.

What’s Next?

Right now, I’m actively fixing bugs and reading feedback. Every comment is incredibly valuable because this isn’t just a rushed student project—it’s a piece of my soul put into a game. I hope Concuseness becomes a story that resonates with players, helping them reflect on their relationships and future.

Thank you to everyone who has played and shared their thoughts! I’d love for you to stick around—there’s a lot more to come. 

Files

Last day of life_Data.zip 40 MB
1 day ago

Get CONTEMPLATE

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