Just wanted to follow up on this and say I actually started out participating in this jam and at the 25 minute map stopped. Reason being I was away from AGK2 for several months, when I returned I dived into the 3D. The theme was the floor is lava which I thought was ideal for a 2D platformer game.
However I soon realized I was not prepared. So I am now working on a jam framework to provide some basic functionality. Things like super fast level creation and some skeleton code. Basically just some stuff so it is more of a level playing field with the folks using Unity and similar game engines. 1 hour is just not much time and so one can't be writing even ultra basic level editors or studying code to use existing tile map loaders etc. Including the one I made end of last year. lol Need these things done and super simple to use.
So for level editing I created an image to map array system. That will make level design very fast. I made the same kind of thing for Unity when I was working on a 3D game a few weeks or so ago.
I'll dabble on the framework here and there and when I have a decent jam framework ready I will participate again and see what other weaknesses are revealed at that time. Update the framework accordingly and then release it here.
It will be slow going because I am dabbling on different projects... a 3D space invaders, experimenting with shaders and doing this jam framework.
TI/994a (BASIC) -> C64 (BASIC/PASCAL/ASM/Others) -> Amiga (AMOS/BLITZ/ASM/C/Gamesmith) -> DOS (C/C++/Allegro) -> Windows (C++/C#/Monkey X/GL Basic/Unity/Others)