This year, I am going to try a hex grid turn based roguelike with hand drawn graphics, and some hightech special effects.
And so far, I have a character moving on a hex grid, and a console class with associated code page 437 graphics.
Prior to the jam, I had been working on a super tech deferred lighting solution with hand drawn normal maps, which looks pretty cool. I don’t know if I am gonna have time to integrate it though, because making the game itself is going to take some time to make sure it works the way I want. I am hoping to make it more about the texture of the environment though, rather than about combat or item identification or whatever.
The other cool bit of tech that I was working on prior to the jam was a particle renderer that can support too dang many particles. Hopefully I will find a use for this as well in the game.