To clarify
It’s important to note that my entry was not done in four hours. This weekend ended up very different from what I thought it was going to be, but I was so far behind my schedule that I didn’t feel I had time to make a journal entry to clarify this. I worked through the night instead of going to sleep prior to my first prior engagement, so that was an extra 8 working hours. The other of my prior engagements fell through, supplying me with an extra 6 working hours or so. So in reality, I had about 18 hours to work on it.
If it looks like it only took 4 hours, that’s because the majority of my time was spent fixing very early bugs rather than adding new content. So, sorry for the mostly-empty game :/
AND to clarify yet further: I didn’t design any levels for this game. The levels are procedurally generated. I tried two schemes for this: one based on recursively taking edges in a graph and complex-ifying them (which never worked to my satisfaction), and another (much simpler) one based on random attachment, with a few extra edges thrown in to allow cycles to form in the graph. After generating the graph out of edges and vertices, I “rasterized” it into blocks to make collision detection easier.