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Interestingly enough, the palette choice was a bit of an accident! We had a few options to choose from and the sprites already started getting made in the wrong one by accident, but we rolled with it. Claude's still getting the hang of the pixel art workflow so we had to do a few iterations to get the colors to interact with each other a little better, but there were definitely some other palette choices in my mind that I think would have looked a bit better.

We've actually got way more tracks than what made it into the game (some are in the content pipeline but never used, some are even still being produced!) Integrating the music was a bit rushed on Saturday, and I didn't check if the track used in the main menu actually looped and it doesn't, whoopsie. I wasn't sure where to make use of all the tracks, but my favorite one is triggered when you enter the last room, including a trigger back to the previous track when you go back to the previous room.

The input controls you probably remember from previous jams is still in the boilerplate, so even though we didn't end up having a menu option to configure controls, you can still go to the build to find a "config" folder generated on first run, with a JSON file of ASCII code serialized input bindings, so you can make it more comfy.