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How do you map out your project schedule for a game jam? (Some thoughts from the jam)

A topic by voveostudios created Aug 12, 2024 Views: 158 Replies: 10
Viewing posts 1 to 4
Submitted(+1)

Hi, congratulations to everyone for finishing the game jam! 

This is the first weeklong game jam I have participated in. My previous experience either consists of 48 hour or 72 hour long game jams. In the past, I am barely finishing all of the mechanics to make a playable game by the end of the jam. This time, I found that since I completed the game components within the first 3 days, I can dedicate the rest of my time towards level design instead. These are some things that I realized:

1) Game design takes time.  Initially, my partner and I thought that after we finished creating the game components, we can pump levels out. Instead, unique level design was hard to force and I had to go about my day until an idea comes to me. After that, polishing a level takes an hour or two!

2) Always make the game easier.  As designers, we are spending so many hours with our game before our player even touches it. In my previous game jam, my brother told me he cannot beat it. Be careful with the difficulty!

3) Spend time on the tutorials. Connecting to the previous point, while we know our game inside and out (haha), our players don't! It surprises me that even though I spent extra effort communicating the game mechanics, it's still hard in the beginning. Note to self for the next jam. 

4) Interact with the community and check out other games! In the past, I was so burnt out with finishing the project that I really forgot to engage with the other cool projects and rate the games. Not only did you put in a whole bunch of work, everyone else here did too! It's always incredible to me how many people do game jams :) 

On that note, please put your game link here and I'll try to check them out! 

My game is about swapping roles between a strategic General and a heroic Soldier to win the whole war :) 

https://itch.io/jam/do-you-wanna-jam-2024/rate/2882405

Submitted

That's a very insightful post, and you're completely right. Having a friend of mine playtest my game, I realized that something I thought was almost TOO easy was still very difficult! I'll definitely be checking out and giving feedback on your game, and if you can check mine out as well, that would be awesome! 

https://itch.io/jam/do-you-wanna-jam-2024/rate/2887840

Submitted

Hi GoldShots,
I got to play your game and the graphics is completely out of the world! The voxels, the particle effects, the lighting... SERIOUSLY GOOD JOB! 3d's always been really intimidating to me so it's super cool to see someone do it so well in a game jam context. 

I got to spend ~10 minutes making the jump onto the ramp, but unfortunately couldn't make it to the jump after that :( . It's very hard. Another dimension might be not just difficulty, but the punishment element. The jump itself being hard is one thing, it's also the fact that we had to restart from the beginning. I can see having save points on solid ground help the game flow overall! 

Good job! Crazy that you were able to get this quality within the time constraint, congrats!!

Submitted

Thank you! You're completely right. Not everyone got to have hundreds of test runs, and it can be very frustrating for somebody not adept to the level. I'll definitely be adding some sort of system to help with the difficulty. You had an amazing game, and thanks for trying mine out. :) 

Submitted

Of course! Are there any tutorials you might suggest to get into 3D? Feel like I'm at the point where I should brave it and get over my fears ahaha.

Looking at this game first, I found the need to balance the boxes for my jump very interesting! It could be helpful to have a "sandbox" tutorial where you can learn and understand the mechanic first without dying in the goo. The question of the day is "How do we communicate crucial information to the player?" Also encountered that issue in my game  馃槄

Submitted

You're right, having some sort of "tutorial" or way to teach the player is crucial, and for a game jam, it's just hard to do that without dedicating a day's worth of work to it. 


It's hard to recommend specific tutorials as there are so many disciplines, especially in 3D that take extensive knowledge on to be really good at (and that you likely are above my level of competency anyway), but I find that getting a proper workflow is one of the most important as opposed to 2D. Because you're working in 3 dimensions rather than 2, a change in the pipeline can cause massive issues (like having to retarget skeletons for animation, or dealing with normals and tangents for shading, etc). So figure out or do some small projects to get down what you want your workflow to look like, and don't change it up if it's not necessary. For example, I would make a model in MagicaVoxel, export it to Blender, do what I need to in Blender and export that to Unreal. For animations, I was very careful with using the same skeletons if it were on the same model, etc. 

Submitted

Very useful! Ill make sure to save this post for my future participations

Here鈥檚 my project: https://itch.io/jam/do-you-wanna-jam-2024/rate/2888866

Submitted

Hi 0Pixelated0, 

A minute into playing Bloodbot, I muttered to myself, "damn, that's nice." The game is soo fun!! I've gotten to check out quite a few games so far, but Bloodbot is the game with damn good punchy game juice. It just FEELS hella good to play, and the leaderboard is such a nice touch! As someone else who is using Godot, can you point me to a tutorial that teaches you how to create leaderboards?

Good job!!

Submitted

Thanks! Keep in mind that my jam partner Neqdos did a bunch of the game as well :)

Submitted

Thank you for the tips! Very helpful. Here is our little metroidvania if you want to try it out: https://itch.io/jam/do-you-wanna-jam-2024/rate/2892949

Submitted

Hi Chrisi2209

This metroidvania is incredible! It's the best original idea of the jam of what I've seen by far, take pride in that! I really like the map and the door connections. The biggest roadblock that I encountered was that consistently at weird intervals, I lose my double jump. Unfortunately that broke the game when I tried to grab the keys. The best moment for me was definitely figuring out when is a strategic time to use the dash!

Good job!