Underrun – Making Of
For this competition I set out to produce something with a dense atmosphere – which is inherently difficult to do with so little space. In my experience a dense atmosphere is most easily achieved with two things: moody lighting and rich sound & music. The assets for sound & music usually take up a lot of space and lighting for 2D games requires more and bigger graphic assets. With only 13kb to space I had to look for different solutions for these things.
... read the whole story at phoboslab.org.