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(+1)

Thanks for the detailed feedback!

I used Crocotile 3D (https://crocotile3d.com/) for modelling (basically a 2D tile-based map editor, but in 3D + 3D modelling features combined), makes the modelling really fast combined with tilesheets. As for the tiles, sprites I used Aseprite (https://www.aseprite.org/) and Cakewalk by Bandlab (https://www.bandlab.com/products/cakewalk) for the ambient music. The engine itself is Godot 3 (https://godotengine.org/).

After I modelled the levels in C 3D, I added some stuff in Godot like the lamp post or interactive items...etc, so the final map model was made in C 3D and Godot.

I had much-much content as idea, even some cutscenes and so...but most of them proved too ambitious for the 2 weak timeframe. In spite of that I tried to keep adding more and more stuff.

As for the bugs / cons, the one I noticed the most were the texts...they were one of the hardest parts because even without antialiasing they were almost unreadable. I tried to increase the font size but it made even the simpler texts multi-paged...if I continue the game in some form it'll a higher resolution, so this problem will go away.

Thanks for the comprehensive response! Lately I've been wondering about a way to make maps that can be used in Godot. I've considered using this: https://trenchbroom.github.io/, but Crocotile seems interesting too!

I agree that text is a big challenge at this low resolution. As for the scope creep... yeah I can relate to that too.