I think maybe 6 days was too much
I think maybe 3 days notice was too little
It's been fun so far and I'm looking forward to seeing what makes it to the top of day 6!
If this is done again, I hope to see you all next time!
I have really enjoyed the format and hope they do it again. For the next time I hope they make a few changes though.
Some nice to haves would be
It's happening! The jam will be on the next week: https://itch.io/jam/games-we-passed-jam
Spread the word if you want 😀
yea yes yes I had the same idea. I couldn't participate in the second half of the Jam it could be fun to list all the left over projects (let's say day 2 or day 3) and take them as a starting point of a new mini Jam.
I had also the Idea to organise a 6dev / 6day 6project Jam where every project have to be pushed from day1 to day6 by a different dev
Meaning no left over and no project taken more than once a day.
(Could be less than 6 days) a 4/4/4 Jam
It's happening! The jam will be on the next week: https://itch.io/jam/games-we-passed-jam
Spread the word if you want 😀
One more suggestion that could be improved if we'll be doing this again is that participants should pick some license to their codes and assets. Either the jam could require certain license (this would be the simplest), submission page would ask for license or simply there would be recommendation to do so. I myself didn't participate on day 1 and on later days I wasn't sure if I could slap a license to my modifications - seems hard to keep track of - so I continued the trend.
Now we have a ton of projects that are open source, but it is not clear what we can do with these and with what conditions - can I work on a project outside of the jam and publish it? Even more so if somebody would want to commercialize some project.
Idea for a different event structure:
- 1 month long, 1 week rounds, 4 rounds
- Week one, devs submit many initial prototypes, allowing for a large pool to choose from and a higher chance of surviving to a later round
- Week 2-3, devs work on modifications to multiple games
- Week 4, devs choose one game to bring to a finalized state
Benefits (hopefully)
-- less devs get left in the dust
-- scheduling conflicts are less of an issue; devs with more time can work on more games, devs with less time can still contribute meaningfully to a few games.
-- less pressure to contribute to the "winning" project (octoalien...)
-- less chance of game engines being choked out (Godot)
-- devs are able to take productive breaks without the risk of games dying off.