As a lover of stats and records, here's my post covering my thoughts about the execution of the jam, results, mistakes, and more. This is also a helpful record for me to review if/when Haroldjam gets planned for next year.
Entries at jam end: 35
Entries by end of judgment: 32
2 games removed then added to extra submissions
1 game removed from jam due to being a non Harold game posted to many many jams
Votes: 557
Average ratings per game: 17.4
Distribution: Max 21, Min 13
Return participants: 8
New participants: 20
Successes:
Given the stats, I'm extremely happy with the results. We had a huge number of new people join and show us their skills, and a lot of return talent as well. Members generously voted on each others games, despite the huge amount of entries. I noticed many helpful comments as well, all in the spirit of the Beta Testers server. I was also impressed by how many multiple submissions there were. Two members submitted 3 projects, 2 submitted two. Lots of people jumped on the bandwagon last minute, and skyrocketed the submission count, which added a ton of hype to the jam.
Hidden from the stats is the quality of games. The originality in this jam as staggering, with no two games alike. I may have enjoyed playing these entries more than just about any other jam's, and that speaks to the quality of the community, and the inspirational effect of Harold himself.
Nowis' banner art was a runaway hit, and I credit it with a lot of the hype and enthusiasm that people brought to the jam. It was so ridiculous, so high in quality, I'm certain its responsible for drawing attention to the jam and the community, and I'm so thankful to Nowis for contributing his time and talent in this way. I provided just about no help with prompts for this, so 100% of the credit goes to Nowis for drawing inspiration from the such an unexpected source.
I think promotions were pretty successful. Decent penetration into the forums, Twitter, and other Discord servers. Nova Kane recorded a wonderful podcast advertisement that played on RPG Maker Cola. I think we came close to maximizing our opportunities here, given the time and connections I had.
Mistakes:
First of all, I nearly sabotaged the jam by scheduling it at the same time as the largest RPGM jam in years. Thankfully, I reached out to Touchfuzzy inquiring about promotions, and he helped me narrowly avoid my mistake. I did have to do some last minute rescheduling, and the jam occurred when many people were recovering from the previous jam. Based on a few reports, this prevented a few people from entering. It also meant I promoted the jam in a lot of places a bit early, and had some ham-handed Tweets (that probably weren't noticed anyways).
Secondly, I announced the themes as soon as the page went live. This made it easier for potential unscrupulous entrants to begin their jam work early, before they were supposed to. Luckily I don't think this was a problem, but better not to make it possible.
Lastly were the prizes. While not necessarily a mistake, in retrospect they seem relatively unimportant. I'm thrilled to reward and incentivize these creative pursuits, but given how many people refused my Haroldcoins, I'm thinking the real reward is the devving itself, the feedback, the laughs, the community. I plan on taking my prize budget and contributing in other ways hopefully (see below).
Plans for Next Year:
If Haroldjam survives to next year, I plan on coordinating better with the big RM figures to avoid overlap of jam times. I'll also seek some sort of official sponsorship if possible. Themes will also be announced when the jam goes live, not way way beforehand. I hope to get more artwork made ahead of time, maybe get more shared assets created that can be used by the community.
I'll also still award prizes in the future, but may scale it down, and put more resources into things like art, music, etc., that the entire community can have access. In this way, maybe I can reward the whole community, or inspire a few new entries with the assets.
Feedback:
Had a great time, and I hope everyone else did too! If you have feedback about the jam, I'd love to hear your thoughts! Anything is welcome, but especially interested in the following.
-What did you most like/dislike about the jam?
- Where did you hear about the jam?
- What inspired you to join/submit?
- If you didn't join/didn't submit, what was the barrier?
- Future theme suggestions?
- Do you have any assets you'd like to make available to the community for next year?
- Any other thoughts or suggestions?