For the past two weeks, I've mostly been coding the game logic, so there wasn't anything to show. I've been filling in actual graphics the past few days, so I finally have an update to show. Here's a shot of one of the stages. There's still some placeholder art in there but it might become permanent if I run out of time. >__<
I threw an FXAA shader at it because the curved low-resolution layer looks better with it. But at this small scale you can see artifacts in high-contrast areas. If I have time, I'll have the FXAA shader's parameters adjust to the screen resolution.
So far, the art is 99% original for this project (everything except the hearts in the UI). The code is 95% original. Boilerplate and utility code has been copied from a game I've been working on in my spare time. I could see how a game jam with lenient rules like this one could go very quickly if I had some prior games to pull from. ^__^
Oh, and last night I thought I'd add a broken glass layer to the screen when you get a game over. I did a search for drawing broken glass in Gimp to get ideas about how to make it look, and this tutorial gave me the idea to take it a step further and offset the image below using a shader. I encoded offsets in the R and G channels of my glass image, and encoded black and white coloration to the cracks in the B and A channels. There's also some chromatic separation applied before the broken glass effect. 30 minute effect looks really nice!