Skip to main content

On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

Feel free to ramble here and share your journeys this JAM!! Also check out these amazing games.

A topic by Rockerzz created 93 days ago Views: 270 Replies: 17
Viewing posts 1 to 6
Submitted (1 edit) (+1)

Just like the title, feel free to share your jam experience here. Will be more than happy to go through your journeys this time ;D

JUST RAMBLE:

This jam was wonderful for me from the start. Learned shaders talked to some new people (for the first time), somehow successfully made a game while working a job even though it was very tiring. I almost gave up the idea of making a game when I had to change my idea 4 TIMES. Started off with a survival game, decided to scrap that and moved to an office themed game where you do tasks, then simplified it too much (to what you can see in my game) to match the deadline. Felt like quitting every single time the idea got changed. Am very glad I stuck through and finished the JAM. Going through the comments just makes me feel like it was all worth it!!

Gained enough confidence this time to get started with a big project of mine that I have been holding off. Thanks to all the wonderful peeps for making your submissions. Really got to know different perspectives/takes on this theme.

Played through 90 games and these below felt so good that I had force myself to stop playing

1. Rate Calm before the Bombs by Hatwerks, myaviato, Pope_Daddy for Brackeys Game Jam 2024.2 - itch.io : Just a endless game where you control a jet. Feels a bit hard at the start but stick with it and you won't stop playing

2. Rate Night In Tent by IRoRoI for Brackeys Game Jam 2024.2 - itch.io : Just a short game. I dont know how to describe it but its good. :D

3. Rate Final Broadcast by Pang for Brackeys Game Jam 2024.2 - itch.io : Wonderful music and just a deep game. Really gorgeous art. just a game where i felt peaceful

4. Rate Dune Keepers by aznoqmous for Brackeys Game Jam 2024.2 - itch.io : The most polished game for me this jam. Really good game with cute art and city building elements.

And lastly here is my game, the reason I am able to rate all the above : Rate Corporate Escape by Rockerzz for Brackeys Game Jam 2024.2 - itch.io. Check out the shaders.. I am pretty proud of it. Took me 5 days to just figure what even shaders are but really learned a lot.

Submitted (1 edit) (+1)

Good job finishing your game! Here's my story:
I had life stuff during the BGJ week + both the jam starting and ending time were 3 AM my time lol.

My initial idea was a top-down shooter where you collected resources to fend off a storm of assualters, but scrapped that almost instantly in favor of a mix between Tetris and autobattlers (which worked out pretty nice).

I did music composition via Jummbox (online Beepbox mod) whenever I found time in the mornings. The rest of my game was developed later in the day.

Despite a very limited amount of time, I was able to pull through and finish the game. This is the second game jam I've participated in (the first was GMTK 2024).

Here's a link to my game: https://itch.io/jam/brackeys-12/rate/2962784

Submitted

Just checked out Jummbox.. It's a pretty neat tool to make music. Felt simple to use. Thanks for sharing, will be looking forward to using the tool in future. 

Congrats on finishing your second game jam.. The first jam is special but the second one is where our skills truly shine :D

Submitted(+1)

nice job guys, for me it was hard to complete my game as i was sick at home with covid, but somehow managed to pull through on my third idea and even got to finish it, which is something i didn’t do in some time as i mostly quit my projects if i can not get them to look good, it’s stupid because early in the project it’s supposed to be all about gameplay and how it feels to move the player around, but somehow i always end up starting projects with too big of a scope and the moment i start thinking about how to make it look good and the work i’ll need to put in to create artwork for the whole game, is the moment i start giving up on it :D over the time of 10 years this has left me with a bunch of unfinished projects but on the other hand also a lot of re-usable stuff and knowledge about a lot of aspects of game development. I am so happy i decided to join this jam as it was a huge incentive to finally put my foot down and finish the damn project, and i think it turned out really well, both gameplay wise and artwork, and in how it feels to move the player around :) If you have a gamepad/controller you can check out the result here => https://itch.io/jam/brackeys-12/rate/2969404

Submitted

I can relate to you since I did the same for this jam. Instead of focusing on gameplay I was too worried about the shaders and looks which cost me 5-6 days. Had to create some gameplay on the last day or no one was going to play. xD

Hope you go on to complete your unfinished gems and share it with the world.

Thanks for sharing!! Just gives us more motivation to continue our gamedev journeys :D

Submitted(+1)

In a game jam, everyone gets at some point in this situations: lack of sleep, anger, ruined friendships, copy paste code and the worst part... giving up(some at least). i had everything lol. Everything was good until one day I didn't do much because the last part of my game was supposed to have like a rotating platforms maze, but the player just didn't want to change position with the platform when rotating(apereantly because of Unity) and had to scrap something already planned and had to improvize with a very low quality maze :(. And because of it, I couldn't code the ending, or do more expozition for the story lol


https://itch.io/jam/brackeys-12/rate/2973690 Here's mine if you wanna try it :)

Submitted(+1)

Lack of sleep is the identity of a game jam at this point xD

Happy for you that you didn't give up and delivered something. All about the learnings and moving forward to future projects with this knowledge.

Thanks for sharing and wish you luck!! :D

Submitted(+1)

Hi =) I had some similar issue in Unity. The solution was to make the player a child of the platform object while you are standing on it (if this is a single player game). 

Submitted

Yeah , I know but because I was using a Character Controller instead of a RigidBody I couldn't the correct results.

Submitted

But wouldn't parenting the player mess with the player's position and rotation.. I did this once but my movement axis got messed up.. :(

Submitted(+1)

Oh, I guess it depends on how the movement is implemented: based on global axis vs local axis..

Submitted

Damn, Gotta look into it once.. been breaking my head for such a simple thing then.. Thanks for letting me know

Submitted(+1)

I hope it'll work =) 

Submitted(+1)

I actually didn't think I'll make much for this with me having my day to day job I just decided to make something small.

Day 1.

 So I looked through the list of ideas from like a month back and saw "Black Friday fighting game" so I just said screw it and started working. I also decided I'll try to get some more of my progress shared on the discord. By the first day I finished the basic movement code and swinging a chair, plus the funniest mechanic I could think of which was throwing the chair, I didn't have a good sound effect yet but It already felt nice with the most basic ai code which was just pathfinding to the player. Plus I started work on the shelve random generation and stun mechanics.


Day 2.

I started working on animations because giving player his walk cycle and giving enemies both a walk cycle and knockover animation (which is probably one of the funniest things in the game). Next I added health and figured out how to actually make obsticale avoidance which was far from perfect. But at the end I also managed to finish up a basic attack animation for a short ranged attack.

Day 3.

Actually before work I managed to send a message onto the find a team chat to grab a composer/ sfx designer, so I send a clip from yesterdays progress. I added an actuall hud so I know when the player will die and when his weapon is about to break and I don't think I touched that hud ever since. I also managed to add the ability to pick up new weapons. I also added the ability to slow down the player if he's holding a weapon.

Day 4.

Before I left work I already found an SFX designer by the name of Navva. After a quick exchange and helping him a little to set up godot and github to run what I'm working on. This day I used to set up a dictionary to easily add new weapons with different sprites and statistics, I also finally updated the wierd chair sprite and added two new weapons plus did some light bugfixing and added a effect so enemies and the player flash red when damaged. And a arrow pointing toward an objective plus started work on giving you an option to interact with it (just make a progress bar for a hold action if you are in range)

Day 5.

A lot of change I added the new sfx I was given, I color shifted the entire game into blue to give it the effect of a colder light like in a butcher shop, I also added some new shelve variations. But for some important developments I also added an ability for enemies to throw themselves at the player, which bumped up the difficulty drasticly together with the hoard mechanic which would spawn a hoard based on how the player is doing and how much time passed from the last hoard. I also started working on sprites for new weapons that people in the chat requestd

Day 6.

I managed to convince one of my friends to help me with recoloring some enemies while I spend my day doing new weapons implementing more weapon statistics adding an option to even use different sprites to enemies and I did a lot of optimization for the ai script to make it run even smother and finished the day with finishing the gameloop with a win condition.

Day 7

A busy day as weekend started so I spend it implementing the last of sfx, adding some polish, getting a main menu done together with it's art doing a lot of ai modification, screen shakes, added a death animation, even more weapons,changing a lot of the systems to add a lot of exeptions for the knife as it was the only slashing weapon and not just a heavy blunt object. I also run some playtest with my friend to balance the difficulty to something closer to someone who didn't play this game before.

Day 8

I had maybe the last 2 hours before the jam end to do anything left, so I just done some polish added a thing that the player actually physicly carries the box he is delivering on his back and did even more tweeking with both weapons and small gameplay changes together with adding the last weapons to end with a grand total of 13 of those.


Overall the game is currently doing really well with it reaching #2 in popularity and currently floating around #37 most rated. And I had fun talking with people on discord. https://mentel.itch.io/mall-melee

Submitted

Damn bro that's a very detailed progress review if you ask me.. :D

Happy that you shared it here. I got a lot of takeaways from it. Gotta interact and work with more people next time. Been following you game for quite a while now. Its really well done and had a lot of fun though wasn't able to finish it.. Will be looking forward to your future projects!!

Cheers and thank you for sharing your journey here :)

Submitted (1 edit) (+1)

I started with an inkling of an idea. A family with years of resentment for each other, who get pissed off by the smallest things their family member do. And you try to keep calm before they explode in rage. I was a bit unsure if this would make a fun game, but it was very different from anything I've made before, so I was intrigued. The next day, I spoke to JapeNess about the idea and he got excited about it. We made a plan - who the characters are, what do they do to annoy each other - and what the the gameloop is.

The rest of the week I spent about 8-10 hours a day on the game, I did design, programming and sound design. JapeNess spent 10-14 hours a day on graphics and animations. The idea and the gameloop was super simple, one of the simplest games we've ever done, but to get it all working, we both spent more time on it than we've ever spent on a 1-week jam before.

At the end of the day, we managed to release the game, Bittermiff Family Dinner, though we had to cut corners. Didn't have time for a tutorial, or a family pet that was planned, or touch screen controls, and very little time to improve clarity on which objects were clickable and needed to be clicked.

We were pretty happy with the game, but weren't 100% sure we got the funny, chaotic, stressful feeling we were going for. After seeing a few people play it and receiving lots of positive feedback from other jammers, I think we succeeded after all!

Once the ratings period started, I set myself a goal of going through 10% of all jam games, so 152 games. I reached that goal today. I gave thoughtful, hopefully useful feedback to more than 100 games, but started cutting myself slack on that front yesterday. In a big jam like this, there are obviously games of varying quality, but I've enjoyed going through them. There are lots of different takes on the theme, some of them very unique.

I've been collecting some of the best games here: Best of Brackeys Jam 2024.2

Thanks Rockerzz for making this post! This is a nice place to gather your thoughts.

Submitted(+1)

Thanks for sharing your collection bro.. Will be going through it!! :D

And thanks for sharing your journey, it seems like I should start collabing with peeps for gamjams xD

Submitted(+1)

Yeah, it's awesome when you can basically ignore 1 or few aspects of the game and trust that someone else takes care of it! :D Though jamming alone is fun, too!