By a two-time participant and eternal jam enthusiast
Hello, fellow game jammers! ✨
First off—congratulations to everyone who participated in this year’s Boss Rush Jam! With nearly 900 games submitted (more than double last year’s count!), the sheer creativity and passion of this community blows me away. While I’ll never have time to play all of them (though I’ll try my best to dive into a few dozen!), this explosion of talent is a testament to how vibrant our community has become. Let’s call it what it is: a massive win! 🎮
As a second-year participant, I want to share my team’s journey—mistakes, triumphs, and hard-earned lessons—in hopes that our experience might help others grow. Buckle up!
What Went Wrong (And What We Learned)
Scope Creep: The Silent Killer
"This time, we’ll keep it simple!" Famous last words. While we ditched last year’s turn-based combat (a nightmare to speedy prototyping) for a top-down action game, we underestimated the chaos of physics-based mechanics. Lesson: Straying too far from your team’s genre expertise = unexpected roadblocks.
Core Loop Procrastination
We built the core gameplay loop way too late. Result? Rushed polish, missing features (like an ammo counter!), and last-minute panic. Build the loop first—everything else is secondary.
Overdesigning Art
We spent hours on pixel art that never made it into the final build. Trust me, you don't need dozens of bullets if you don't have a mechanic where you want to use them. For jams, simplicity wins. Focus on "good enough," not perfection.
Rapid Prototyping ≠ Rapid Results
With only one full-time developer, our "quick" prototypes dragged on. Without clear yes/no decisions, we wasted time polishing mechanics that didn’t work. Example: A late-stage idea to mark attack trajectories would’ve solved aiming issues (our most frustrating mechanic!).
Playtest Neglect
Classic mistake! By not sharing builds early, we missed glaring balance issues. When only the designer plays, "challenging" becomes "soul-crushing." Playtests = reality checks.
Technical Debt Disaster
Quick fixes for a "month-long jam" backfired. What saves time today might haunt you tomorrow. Balance speed with sustainable code.
Title Afterthought
Our rushed, generic name drowned in a sea of similar entries. A strong, unique title matters!
Especially for Jams with so many games. We didn't have a goal to be unique and the best, but a good name will always attract attention.
What Went Right (Celebrate the Wins!)
Saved by the Deadline Extension
Extra time let us fix critical bugs and add polish. Never underestimate the power of a grace period!
Battling the Godot Engine Nemesis
A recurring web-build bug (our arch-nemesis since 2024!) only struck once this time. Bonus: It didn’t affect the PC version! Small victories. 💪
Pixel Art Redemption
With AI-generated art prohibited, we embraced pixel art—a style neither of us had tried. The result? Charming, cohesive, and oddly satisfying!
Genre Exploration
We ventured into unfamiliar territory (top-down action) and loved every minute. New genres = fresh creativity!
Joy in the Journey
Despite the chaos, we’re proud of our game. Jams are about growth, experimentation, and fun—and this delivered all three.
Shoutouts & Gratitude
To the Organizers: Thank you for hosting a month-long jam—a rare gem that balances creativity with sanity. While 48-hour jams have their charm, this format lets ideas breathe.
To KayaHellya: My incredible teammate and partner-in-crime—this adventure wouldn’t have been half as fun (or possible!) without you. 🚀
To the Community: Your energy inspires us. Let’s keep making weird, wonderful games together!
Final Thoughts
Jams are messy, stressful, and utterly magical. Whether you’re a veteran or a first-timer, embrace the lessons, celebrate the wins, and remember: every game shipped is a victory.
Now, go play some Boss Rush Jam games (including ours😉) and keep creating!
P.S. Feel free to share your own jam stories or advice below. Let’s grow together!
TL;DR for busy devs:
✅ Build the core loop FIRST.
✅ Playtest early, playtest often.
✅ Keep art/scope SIMPLE.
✅ Technical debt = future you’s problem.
✅ Have fun—it’s a jam, not a job!
Thanks for reading, and see you at the next jam! 🎉