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Games Should Be Made DURING THE JAM PERIOD

A topic by Pixel-Team created Jun 21, 2021 Views: 1,506 Replies: 40
Viewing posts 1 to 19
Submitted (1 edit) (+14)

For future Jams, it should be clearly stated that submissions be made during the jam period. The rules for this jam opened the floodgates for abuse.

Because there was no official start date, and it was stated casually that "You'll have plenty of time to work on your game," there was no rule preventing people from submitting previously made games.

The whole point of a game jam is to make a game within a set period of time.

Second, because the only rule regarding teams are that "teams are allowed." This allows teams of 50 to 100 people to submit previously published games that had months of cultivation and polish.

Is an entry I'm playing made within a week, 2 weeks, 2 months? The ambiguity makes it impossible to accurately determine a deserving winner.

I hope that in the future, more careful consideration is made to keep the jam fair and competitive.

Submitted(+7)

I agree that there should be a rule requiring the game to be made during the game jam. Legitimate arguments about fairness and stuff aside, submitting from a backlog of older games just seems against the spirit of a game jam.

On that note, though, I did like that the theme was announced like 2 weeks before a 3 or 4 day submission period. That felt like a nice buffer to give people some wiggle room to work the jam into their schedules that wouldn't have been able to otherwise.

Submitted (1 edit)

yeah, I've been a big fan of early access themes. Gives me time to set aside...well time. Haha. Also gives me time to try and think of an idea. I wish this was more common among jams. Nothing like waiting 2 weeks, setting aside time to dev and getting a theme that is completely uninspiring to you. I'd rather know that ahead of time. Haha


Edit: fun drinking game, take a shot every time I said time. Haha. Okay, time to go. 

Submitted

Good point

Submitted(+1)

I agree. I believe that the goal of the organizers is not to identify the work done in a short time, but simply to find a good project for a PR company, no matter how long it took. Therefore, the approach is this, not quite corresponding to the jam.

Submitted(+2)(-3)

Looking at the submissions I don't really see any indication of said "abuse". Secondly, even if you had a game that you've worked for longer what are the odds that it fits the Neon theme? Finally, you're required to submit the project file (probably winners only) which may reveal to  YoYo Games if the project has been worked for longer.

Submitted(+3)

I know one game in particular that was submitted to this Jam which was made over 4 months ago and submitted to another Jam. I won't name it here, because the rules allowed this to happen, and I'm not about to stir up s**t in my own community. The problem is more about the rules of this jam.

Submitted(+6)

"Finally, you're required to submit the project file (probably winners only) which may reveal to  YoYo Games if the project has been worked for longer."

Firstly, submitting previously made games is within the rules. It doesn't matter whether yoyo sees the project date being older than the jam as they're not breaking the rules. No one is saying this is against the rules, just that it's against the spirit.

There are multiple completed games that are months old and have been reskinned and rejiggered a bit to work in the theme. That's a lot less work than making a completed game from scratch AND it yields a much more polished result (said games could have been in production for years previously). While they're not breaking the rules, I feel as pixel-team does, this negates any hard work done by people who were actually working within the time constraint imposed by the announcement of the jam (though not the rules).

In my opinion, the point of game jams is to showcase the creativity and talent required to actually make something from scratch within the jam period (with all the corner-cutting and creative solutions that entails), rather than simply to be a place to park games you've made before.

Submitted(+3)

"In my opinion, the point of game jams is to showcase the creativity and talent required to actually make something from scratch within the jam period (with all the corner-cutting and creative solutions that entails), rather than simply to be a place to park games you've made before."

Well Said!

Submitted
Firstly, submitting previously made games is within the rules.

I wasn't aware of this, as typically this is unheard of in game jams.

Submitted(+2)

Agreed.

Submitted(+5)

If I had known old games were fine to submit before this little mini-controversy came out (I read what was said in the GMC, but it didn't click that "lax rules" really meant anything goes), then it would've been a lot less work to just add a shader to Spaceslingers and call it a day. Would've gotten me a lot closer to the $1500 than what I ended up doing as well, lol. I definitely think it's weird to host a jam with a good amount of prize money (which almost guarantees people trying to skirt as close to any "boundaries" as possible) and then basically go "no rules lol".

I didn't enter the jam for the money, but it still feels bad that my entry cobbled together in 5 days is going up against games that have been in development for months. Doesn't have the feel of a game jam at all.

Submitted(+5)

Hear, hear. And I'm not lamenting joining this Jam in the first place. I knew the rules going in. I just hope that for future Jams, they tighten the rules, so that all the entrants can put in the same amount of time. I want nothing but success for YoYo Games and Opera, since their success means better tools for all of us.  But I think they can take some pointers from the organizers of the GMC Jams...

Submitted(+1)

Personally being this my first Jam ever I felt relived when they said we could start working on the game asap (as it usually comes down to fewer time frames), but I totally get what you are saying, I ended up working 9 days straight from scratch and the last day I almost gave up trying to make some music for it, then when you finally post your game and take a look at the others, there are some games (like the one Pixel Team mentioned) that look like a two months old project.

I mean I know  re-using assets and some code it's allowed, but re-skining a game or just finishing an old ongoing project for a jam, just doesn't feels right.

But as we all know, its th Rules fault.

I hope this experience makes future jams even better, I certainly enjoyed working on a rush for this one~

Submitted(+5)

Hey, in case I can alleviate any bitter feelings, I'll post here.

My game--Wastoid Rodney--was created for a previous jam (GMC Jam 40) and updated to be submitted here (as permitted by the rules). The last thing I want to do is undervalue anyone else who was able to put in the effort to develop a new one for this jam. I personally did not have time to commit to another jam but saw an opportunity to spend a day fixing up a game I had already made and submit it to get more feedback. Generally, I would prefer to develop everything from scratch, which is why I regularly participate in the GMC Jams. I felt this time it was better to submit something old than nothing at all, sorry if I misjudged.

I've posted a comment on my submission so it's clear, in case that will impact anyone's ratings. If it helps, the total development time of Wastoid Rodney was still only 6 days (split between the two jams).  Yes, it's a few months old, but it's not like it was in development for any longer than anyone else's submission!

Submitted (1 edit)

Just to be clear, you didn't do anything wrong, You did what the rules permitted.  I'm sure that YoYo will keep a tighter ruleset going forward to prevent the possibility of entries that get twice the time and polish than others.

Submitted (4 edits) (+1)

Thank you! I think it is this FORTHRIGHT HONESTY that a lot of us newcomers seek. If someone doesn't explain this, then we think you've done everything in the jam time here, and it is INCREDIBLY discouraging for those who want to make a living off of games and are using the jam as place to build up their self-esteem. "If this person can make this whole game (concept to polished finish) in this amount of time; how will I ever make it in this industry?" Those kinds of dream-crushing thoughts come to mind. 

It's kind of like wanting to be a singer, and then seeing someone on X's Got Talent. Are you better than them? Of course not! The difference is night and day. Does that make you not want to be a singer? Not necessarily; however, it may cause you to think that it would be a waste of everyone's (yourself, the network's, audience, etc.) time if you tried to audition for X's Got Talent (~ enter a jam with voting).

Now, if someone says that they started this as their first game one year ago at their first game jam, then maybe, a newcomer will think, "WOW, can I actually BECOME this good after that amount of time too?" It's a much different aura than someone parroting "It's in the rules", because that doesn't imply any understanding of why people might be hurt or even caring that people are hurt. In EVERY SITUATION, even outside of gaming, a hurt person mainly wants to be understood and empathized with more than anything else.

Thank you for considering us all like humans that have hearts and NOT just a robot that must output "the best" to avoid being put out of service.

Host(+6)

Posted a similar reply to the post here https://forum.yoyogames.com/index.php?threads/amaze-me-game-jam.86376/post-51981...
I just want to say we're listening to this feedback for when we do things again. Thanks for letting us know how you feel about the rules this time around. There was a lot of things thrown out this time around so we wanted to see what worked and what didn't. Appreciate this! Thanks.

Submitted(+2)

It happens. :) I think a lot of us are from the GMC forums and expected that level of Jam prep/rules. The GMC Jam, however, has taken YEARS to fine-tune into the well-structured jam experience it is today. Itch.io is a completely different format/environment so it's understandable to try something different! Overall I had a blast and hope that you all continue to try and branch out to the community like this more often! 

The cash prize will always make for a slightly bitter experience (imo) since there is a direct monetary reward and people will try to find any way to abuse the system if they can (thankfully that really didn't happen here, but in the future, who knows). I would love for you all to offer the complete suite more often as a reward though! 

Thank you all for the jam experience, and I hope to participate in another one soon!! :D

Submitted(+2)(-1)

Hello, I have opinions:

- I enjoyed the comparatively longer jam. Feels less like crunch and more like an opportunity for a well thought out scope and design.

- If it wasn't for the length I would have not been able to participate at all.

- I don't like or dislike the rule that using previously created art and code assets is allowed. It has advantages and disadvantages. I personally was glad I could reuse a really bad 3D mountain mesh and a few background sprites as I'm a terribly slow artist. And every developer is reusing his or her own code all the time anyways. But then it also allows for basically just submitting old projects which is probably not super useful. 

- I think game jam rule sets should be designed for fun and as an invitation to get up and do something. Being able to work in a team is one huge boost in that regard but it also throws all notion of fairness straight out of the window. But why is fairness even so damn important? 

Please cut the prize money. This only sows bad feelings within a community you want to foster. Just a few people can win and by now everyone should be keenly aware of the fact that a game jam is super chaotic and everyone has different cirumstances. Some are positive, some are negative. I think winning this thing is already enough of a prize. Add in the exposure, feedback and maybe free licenses as prizes and thats already more than enough. If everyone enters because of the prize money you set yourself up for failure because out of 100 attendees only 3 can win and 97 leave with a bad feeling in their stomach. 

I cannot stress this enough: giving away prize money is a bad idea.

Submitted(+4)

Personally, I don't think many of the people saying it's strange are doing so because of the prize money. To put the complaints another way, it's like running a marathon only to have found out that a few people got to start their race halfway to the finish line, but their time still counts.

Submitted

I'm not saying that prize money is relevant for everyone who entered - I am saying that almost everyone it is relevant to is most likely enjoying the jam less because of it. Or else I cannot comprehend why usually it's fine to compete as a single developer against teams of full time devs. Yeah, there are people like Daniel Linssen https://managore.itch.io/ but I'm 1oo% convinced they use some kind of black magic or something ; )

Submitted (3 edits) (+1)

That marathon example is a great analogy! This is my first real game jam that we were able to finish a game in the "allotted time"*. However, semantically, I joined the game jam thinking the "spirit of a jam" was meant to foster camaraderie, build new relationships, promote innovative ideas, and inspire people to make games as a community.

Allowing veterans to be considered "better" than others via an actual monetary worth doesn't seem like it supports these values. That mindset seems more attuned to the word "CONTEST", where the majority of the participants are competing in a cut-throat unsportsmanlike fashion. I think contests are okay, but I don't think a contest should ever be called a jam. (Just an opinion; so, of course, others are free to see otherwise.) Jam rules that allow for reskinning create a situation and vibe that is hardly different from https://www.yoyogames.com/en/blog/gamemaker-award-2020-vote-for-best-game.

Originally, I thought "If I see any more 'jams' that are really 'contests', I'm not going to join them", because the competitiveness is depressing and I could be spending my precious time on all my other game ideas. However, the one IMPORTANT thing that makes me reconsider are the comments that we have received.  Someone actually played our game and liked it enough to comment. This game we tried to make in this small amount of time was interesting enough. Would these same people have done so for a game we took a year to make and merely posted online outside of a jam / contest? 

Maybe, at the very least, we could have the Clay Aiken effect. You don't have to win American Idol for the people who appreciate your talent to get connected to you. In the end, I feel like game developers, like any other human being, just want to be able to connect to people that understand them, and their method of communication is a game.

I don't think it is necessarily the "losing" (to a veteran's reskin) that feels uncomfortable, but that the "winners" may put in less effort than the "losers", and come out "on top". It's a a strange time problem, because the veteran technically HAS put in the effort; it's just that the effort was put in before the jam, and not many people can "unlearn" something they've gotten good at. 

Maybe future jams could be split into experience levels (in addition to team count limits); like "no experience", "1-4 months", etc. . Lower experience can still decide to try to enter the ones with more if they choose. Itch could semi-enforce this if needed, because they would know how many jams you've entered previously.

* Allotted time - What was the allotted time? It wasn't clear to begin with. Was it the submission period, or was it the time since the topic was announced? If it was just the submission period, then how do you ensure that what was done prior to the submission period "wasn't development"? Personally, I believe development includes the concept and design. In fact, in a lot of industries, a great portion of the work IS the design.

Submitted(+1)

" In the end, I feel like game developers, like any other human being, just want to be able to connect to people that understand them, and their method of communication is a game. " I will frame that quote. That's exactly why I make games. Glad other people feel the same : )

Submitted(+2)

last thought from me and I'll leave it alone. Using previously made assets is one thing. Re-skinning a completed game is something else entirely. As someone who does pixels and code and music, I can definitely appreciate having some pixels set aside going into a project. I can and do do this all the time. On the code side, I can also see having some prefab assets ready to roll like end credits or a titlescreen interface. But allowing a reskin of a completed existing game goes back to the fundamental question. Did the completed game take a year to develop, whereas only a reskin could be pulled off within the jam? Something to think about. That's all.

Submitted

concordo

Submitted

I agree, this feels like kind of a weird rule to me. I made my game within 1 1/2 weeks and I know I will probably lose to a game that's much more fun and polished due to being worked on for longer. Not that I mind losing, but I'd at least like to lose to someone who was playing by the same rules as me.

Submitted(+2)

@YoYo Games
You guys could at least make a new category and give at least a prize for winners of games made during the jam period, even if it's just $100 USD and a lower-tier license... even a mobile license would be a great help for anyone here.

we worked hard on our games made specifically for this jam and I feel very disappointed that games outside of the jam  period were allowed
I mean it was in the rules alright but it was also something we don't think about when we hear the word "Game Jam"

this was my first game jam ever and seeing a game like this win drives me completely unmotivated to participate in future jams.

Submitted(+2)

Hey, I just wanna say, KEEP DOING JAMS! They have so many benefits unrelated to winning (or even competing). While this particular jam might have a little bitterness associated with it, please don't take it to heart. Making games is hard and usually takes a long time and most devs start many more projects than they finish. This leads to a pretty big deficit in the skills associated with finishing a game in comparison to the skills associated with starting a game. Things like scoping, polishing, options menus, audio stuff, crafting a gameplay loop from start to finish, crunching (as in finding creative ways to finish the project when you're on a deadline), etc, etc. There's a lot of things that generally don't get touched on by most people for most of their games. Jams force you to hone those skills. The more jams you do, the more likely any bigger games you start work on will actually get finished (and finished well). They're worth it for that skill building alone, outside of any prizes or recognition.

(I'm not sure how many games you've made previously, so take all this with a grain of salt)

Submitted(+1)

the Gamemaker Community does an unofficial game jam every 4 months. It's a much smaller, but very well organized jam called the GMC Jam, (and yes, it took a long time to get its formula working so well.) There is a clearly defined set of rules regarding how many persons per team allowed, rules regarding start and end dates, and plenty of time to play and rate all the games. (I don't see how anyone can play and rate 194 entries in 3 days.) The community is very supportive and you get informative criticism and encouragement. I recommend you hang around the Gamemaker Forums and check it out. We just finished the GMC41, so the next one won't be for a while, but you won't regret it.

Submitted(+1)

I'm actually doing a bigger project of my own so participating in jams everytime would only push me away from my main game
I just entered this jam because the money and the license would be a HUGE help for my project

Submitted(+1)

Indeed, I'm working on a main project as well. I generally pick and choose which jams to enter pretty thoughtfully, usually when the jam itself is going to encourage me to develop a certain skillset that I need for other projects. In this case, it was shaders, which I've only really dabbled in before. I need a lighting system for my main project, I've been avoiding it because "shaders", so I entered this jam because "neon" just screams shaders and I have a definite time limit as to how long I'll spend away from the main project. I've come away with a better understanding of the tech to put to use in my main project, so I consider it time well spent. But that's just my perspective on jams =)

Submitted

Hi! I agree that the rules should have been a bit more defnied. I did indeed use a hand full of sprites/sounds from an older project and a map generator system I made previously. All that work would have not cost me more than 1-2 days and 90% of the features of my game were made for the jam. I was surprised actually that you where allowed to start a couple of days   earlier wich I made use of since I had a very many features in mind.   Though I understand your point that this might feel unfair to some participants who only worked during the jam.

Submitted(+1)

I'm pretty sure that most here would consider that to be a reasonable amount of asset reuse/repurposing. Like I originally intended to use a menu system that I had made a while back for the title and pause menus in my entry (I ended up not using it because it was going to take too long to adapt it to the way I decided to draw GUI elements to better handle variable screen resolutions, but I digress). It's the small handful of games that made it into the jam that were originally completed months (even years) ago that only had a few adjustments made to better suit the theme of the jam during the jam period that seem to be getting people a little salty about the loose rules.

(+3)

First time game maker, Long time gamer. I was stoked when my buddy asked me to write a story for a PRPG. I worked night and day since the theme was announced, doing research so my story was scientifically airtight, then I proceeded to bust out an 8 song album for the soundtrack. I spent approximately 100 hours while I was under the impression everyone was doing this. It was like a forty-eight-hour film festival for game makers and I fell in love! I am stoked to be here, but I also feel a bit cheated out of a greater opportunity. people will always attempt to twist your words and break the rules to get ahead. that's life.  We're a two man dev team and we both poured our heart and soul into this and we're now going up against projects that have had far more time to develop. I couldn't believe it when I heard that some of these weren't created from the neon theme, but rather, adapted to it. i studied chemistry and biology to make sure we were even using neon correctly and I developed the story around it.  also, I thought violence and harsh language weren't permitted? I want to be supportive because this is a great new community. at the same time, I'm just confused. It's a bit disappointing finding this out, after i spent about100 hours under the impression this was a two week competition.

Submitted(+4)

I've left another comment like this to someone else, but just want to say to you too, stick around and keep doing jams! While this jam might've left a touch of bitterness on your tongue, you sound like you worked hard, learnt a lot and came away satisfied with what you achieved. That's a 10/10 score for game jams! Most game devs start a lot more projects than they finish and this leaves them lacking skills from the "finishing" side of things. Because of the enforced time period, jams are a great vehicle to perfect those skills while also not being locked into a project for months (or years, as the case may be).

Things like scoping, UX on the completed gameplay loop, options menus, audio, etc, are all skills that at least some devs leave till last (and consequently don't get around to doing for many of their projects that they don't complete). Hone these skills with jams as often as you can! It'll make any bigger games you work on seem much more polished, as you won't be attempting those "left till last" things for the 1st or 2nd time (or however many completed games you've made), but instead the 20th or 30th (or however many jams you've done).

This stuff alone is worth entering jams for, completely ignoring and prizes, recognition, or even people playing your game. So it's a good idea to keep doing jams, even if the occasional one doesn't go quite as you expected =)

Submitted(+4)

Definitely check out the GMC Forums Jam when the next one comes up! It is every 4 months (the most recent one just finished up). The GMC Jam has been around for a LONG time and thus has a well-defined ruleset and guidelines. Even though this particular jam might have left you slightly jaded, every jam you do will help you develop your skills as a story writer! The best part about jams is that you get the feedback from members also participating, and that in-and-of-itself is a MASSIVE reward, as there are very few mediums where you can actually get constructive, thought-out, and passionate critique en masse! I hope to see you around soon! YOYO tried to do something different and it flopped a bit, it happens to the best of us. Just like us game devs, they will learn from the experience and adapt accordingly. :)

Submitted(+2)

I made an account because I received an email from YoYo Games about the Jam. I got excited because "NEON" was actually meant to be a visual theme in the game. My project is older than 2 weeks, but I never saw any rule about that and I actually got scared a bit when I saw this thread AFTER submitting the project. I mean, the last thing I want to do is offend the community or cheat in my first jam. And the truth is, I do have an advantage over anyone that did this in literally 2 weeks, but I also haven't just "changed skins" or whatever. The project is pretty complex (for me at least), I recently learned and implemented vertex shaders and pretty much rushed to have a working version for this event. If the organisers or community think that's unfair, by all means, I'll de-submit. All I want is to expose my game to gaming communities. 

I completely get that putting together a project start to finish in 2 weeks is fun, challenging, takes a lot of knowledge and work, but if you ask me (as a first time game submitter/developer/game jammer), I think at least some of these events should simply be about personal projects that people are working on and are trying to go forward with (if you know any of those, by the way, link me).

Submitted(+2)

There was no rule in this jam limiting the dev time of submissions to the duration of the jam. As a result, a small handful of the submissions were pulled from some peoples' backlogs of older, completed games. Sometimes with a few adjustments to better fit the theme, sometimes a straight repost. Again, there was nothing against the rules in doing that, but some people feel that repurposing a previously completed project like that goes against the spirit of a game jam, regardless of the rules.

Personally, even if there was a rule limiting dev time to the duration of the jam, I would not consider someone who had been messing around with learning how to make some mechanic/system/etc. and then applying what they've learned to put together a jam entry to be in violation of that. Otherwise, how far are we going to take that logic? Does the fact that I went into this jam already having a fair amount of experience developing in GameMaker give me an unfair advantage over someone who's trying it out for the first time?

Submitted

Hey Mozarelli, don't feel bad. Even as someone myself who complained about it, I'm not angry or disappointed in the people who submitted previously made games. Everyone who submitted (except for that one person who submitted an unreal project, lol) did so totally within the bounds of the rules. Submitting older projects was within the rules and people who did so are well within their rights and shouldn't feel bad. It's more of a criticism/suggestion for the ruleset itself.

Submitted (1 edit)

At the end of the day, we get out of jams what we get out of jams. If someone put alot of effort trying to make something new, they probably grew and learned alot in the process. I, for one, spent an embarrasingly long amount of time working on implementing delta time into my platformer's jumping code (around several hours?), which equated to, codewise, only 2 multiplications, and essentially nothing all that important to the player (unless they consistently run their game on 30fps instead of 60 somehow!). But, now I know more about delta time and whatnot, and can implement it wherever I please. The same goes for other concepts, like raycasting, pathfinding, using shaders, 3D, procedural generation, etc. If your goal in the jam is to complete a new game, hopefully you get a game out of it. If its to learn more about a concept, you may have to sacrifice adding content in order to explore and learn that concept. If your goal is to bring light to you as a developer and to your games by reusing parts or all of your previous games or assets, and if that is acceptable, then hopefully you get more eyes on you, but you do lose the opportunity to try something new and explore different ideas.

TL;DR: Hopefully everyone got what they wanted out of the jam. I for one learned alot about myself, what I'm interested in, how fast I can work, what is more important to work on in a jam, and that I like doing jams. In the next jam, I'll be better prepared, focus more on the important stuff, and hopefully make a better game. Keep getting better, everyone!