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For the people who gave up: Who are you?

A topic by Rodrigo Rocha created May 20, 2023 Views: 283 Replies: 12
Viewing posts 1 to 6

I spent the whole week planning, drawing sprites, thinking about the game, changing my mind... playing zelda (they should ban nintendo from releasing magnificent games in game jam weeks hahaha).

When finally, two days ago, I decided to mount everything in GB Studio, everything slowly collapsed, until I realized that I should have learned to use GB Studio sooner.

Lessons learned:

1. Learn to use the tools first: to understand their limitations and plan with that in mind. just because something seems "easy" doesn't mean it will be when you're desperate for a deadline.

2. If you know how to do things one way really well, maybe it's better to go with this: I'm an experienced programmer and I like to program even the most silly details. GB Studio is great, but not for me, at least as it is. I should have done it by hand using a programmer's tool. But that's me, you maybe the opposite. The important thing is to do it in the way that is most comfortable for you.

I look forward to hearing your stories and can't wait to play your submissions.

Cheers!

Submitted
I came very, VERY close to scrapping my project, specially when I realised I had miscalculated and was one whole day off-schedule but at the end I chose to just cut a huge amount of content and make a smaller, more possible game. Part of the appeal for me was to get something done, at any cost really, to not miss the deadline. It was my first time doing a jam so I understand where you're coming form and I had a lot of the same feelings, down to playing some ToTK and then snapping back to reality and turning it off to continue working on the game. I wish you better luck next time! For me it worked to try to map out the whole week in chunks and adhere to it ruthlessly to avoid getting caught up in small-picture stuff (I also have a tendency to fixate on what you call "silly details"). My two cents!
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I hadn't given up, but I couldn't finish due to:

  • I didn't have much time (day job + family duties)
  • I got a bit stuck working with assembly, working out programming problems rather than making a game

It's really sad because I had a great idea for a game that I was really excited about

Next time I will:

  • Start with a boilerplate template that has a lot of what I need to start with
  • Maybe do the GB Compo so I have 3 months rather than 7 days?
Submitted

You should look into GB studio. I think it's probably what most poeple used (including myself) it takes a lot of the programming stuff out of it and makes it more visual kind of like blueprints in unreal.

Yeah I'll have a look into it. Being a programmer, I lean more towards programming tools, but I'll bear it in mind for next time

GB Studio is GREAT! maybe i should contribute to the project instead o reinventing the well :)

Submitted
What really helped me finish was that I intended to only work for two days on my game and just upload whatever gets done in that time frame. But when testing the game I liked it much more than I had anticipated and decided to keep working on it. At that point I already had a functioning game but still had 4.5 days left, which was more than enough to add more content. I think I would do it the same way again if I ever participated in another game jam. If I don't enjoy playing my own game after two days, it would not make much sense to keep going. And if I like it, there is plenty of time for adding more content and polishing the game.

the time you spent on your game really shows up! fits the theme perfectly and feels great.
seriously, top 3 for sure!

Submitted

Thank you so much 馃檹

Submitted
What really helped me finish was that I intended to only work for two days on my game and just upload whatever gets done in that time frame. But when testing the game I liked it much more than I had anticipated and decided to keep working on it. At that point I already had a functioning game but still had 4.5 days left, which was more than enough to add more content. I think I would do it the same way again if I ever participated in another game jam. If I don't enjoy playing my own game after two days, it would not make much sense to keep going. And if I like it, there is plenty of time for adding more content and polishing the game.
Submitted
mostly IRL stuff - got the crammiest week from the December, basically did compo-style 32-h stretch. the biggest mistake was going asset-free. i still used char gen, so it's a fail too. game looks rpgmaker-ish, and it will be talled at the results. yeah, basically, i was gonna win, but looks like some other folks got the same ideas but in different games. in the end the mechanical part was just scrapped, so I need to stole some ideas from the DionOfSpice for the redux. Music was composed first, and I did lost it finetuning for 3 notes for 3 hours! that's a problem for sure. also I need to understood palettes tricks, 90% of my so called code just not worked for some reason

in my case, i took sooooo many time to polish the sprites. they look really great, but now i dont have something i can call a game yet haha
since you like messing with music, maybe you should team up with others next time, many games are missing in the music department :)

Submitted

I do not hold close to CoffeeBat, for example, so it will be rather counterproductive for the team. 

As a game designer, I would like to use the minuscule tropes we have in those systems up to creative weight-vision, so the arguments about why it is C# will be a waste of time (I dunno why, going intuitive all the way). 

I'm kinda was glad to test the "wet style" art, surely worth trying to implement tile-based wet art for the sprites. And it is REALLY time to use plugins and GBVM, I'm really holding myself without it