That's a good improvement. For all previous projects, I submitted something that barely able to call game. I tried to make something but they're like barebone stuffs without proper concepts. This is also my first time at something. It's the first time I'm actually working on the visual stuffs and probably the first time I won't rely on information page for both tutorial and story. Yeah, also the first time that I made animations for the player character. My past jams were all without animations, other than the first one which I used unreal template mannequin.
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For past jams we were using Unreal Engine. For this one we are using Godot and it's been far easier to learn. I had never done coding before and I tried learning Unreal's blueprints but I just couldn't get it it stick in my brain, which is why I stuck to being the artist. I started learning GDscript in October and have been finding it far simpler, and it has the added bonus that it doesn't take hours to package a game like UE did (we were unprepared for that with our first game jam, it's what stopped us from being able to submit our game).
I see. I never really work in Godot, but I'm planning to try it out after I publish my first commercial game. For me the blueprint is something which made everything easy to work on. I don't need to work too much on hierarchy stuffs and with simple file management skill, I could make rather complex game systems in clean way which kinda contrary to how people represented it in spaghetti way. If GDscript is modular like how GameObject in unity works, I think I'd be able to manage just fine.