This jam is now over. It ran from 2024-10-18 16:00:00 to 2024-10-21 18:00:00. View 71 entries
You can enter as an individual or team. You are allowed to use whatever tools you like and use pre-existing code/sounds/art/assets where it helps you but if you use assets you are required to disclose them.
Whether you're a pro game developer or just starting out, SA GAME JAM is for you. The competition is open to South Africans at any level of experience so enter NOW!
Overall Winner: R20 000
Student (currently studying in any field): R10 000
Hobbyist (not working in the game development industry): R10 000
*Diversity: R10 000
Best Art: R5 000
Best Audio: R5 000
Technical Excellence: R5 000
Best Narrative: R5 000
Best Humour: R5 000
**The Rohun Ranjith Prize: R5 (Open To Anyone)
WINNERS WILL BE ANNOUNCED AT 12:00PM ON FRIDAY 8 NOVEMBER.
1. Competition starts on 18 October 2024.
2. Deadline for entries:
20 October 2024, 18:00 SAST for 48 hour entries.
21 October 2024, 18:00 SAST for 72 hour entries.
(Please note in your entry whether it is a 48 or 72 hour project)
3. You can enter as an individual or as a team.
4. To be eligible to win any of the prizes, your team has to play and give feedback to five other entries by Monday, 28 October 2024.
5. Use whichever language, tool or development system you are comfortable in.
6. Your game must contain all files needed for it to run and should not require other bulky systems to be downloaded or installed, exceptions are browser plugins like Flash and self-contained DLLs distributed with the game.
7. While any fixes post-jam will be taken into account, the version submitted at the time of the deadline will be played and judged, so make sure it is PLAYABLE WITHOUT ADDITIONAL INFORMATION NOT CONTAINED IN THE GAME.
8. Competition is only open to entry for South African residents. You must be living in South Africa and have an active SA bank account.
9. You retain all copyright to your work.
10. The illegal use of copyrighted material will not be tolerated. Do not steal!
11. All risk or liability in case of copyright infringement or other legal issue resides with the entrant, Free Lives and Maker's Massive take no responsibility for entered games.
12. The judges’ decision is final and no negotiation will be entered into.
*This prize aims to reward devs from marginalised groups (women, people with disabilities, people of colour, LGBTQ+ folks, Indigenous people, etc). At least one member of your team must belong to such a group in order to qualify for the Diversity prize.
**Rohun Ranjith is a multi-SAGameJam-award-winning game developer. He is kindly sponsoring a prize of five Rand to the game that most pleases him.
Midnight Staircase
The theory: "The “Midnight Staircase” describes a replayable storylet that increases a particular tracking quality, with each increase unlocking more and more appealing ways of resolving it but also an increased risk of failure." - Aaron A. Reed
An example: Blackjack is a "midnight staircase". Every card you receive both increases your chance of success and at the same time increases the chance of the next draw resulting in failure. Importantly, in Blackjack, you can get off the staircase at any time, but there's always the temptation to try your luck.
What we want from this jam, thematically, are games where the player is offered the chance to bet on themselves and try their luck against increasing difficulty, or worse odds, but with the chance of higher rewards or more interesting options. The stakes of the game should keep rising, mathematically or emotionally, and there should be a choice to get off of the staircase, or carry on into the unknown.
The "midnight" part is not important. This does not have to be scary or grim. Imagine a dating game where every date you go on your avatar is more emotionally invested, and so the cost of failure is higher, but also with every date you go on you have a better chance of getting married, this could be treated as a comedy, and perhaps be hilarious. Or imagine having to clean a restaurant, which you can open at any time, having spent less on cleaning, but with a higher chance of poisoning a customer, and because you are clumsy, the longer you try to clean the increased chance that you break something. The looming "failure" part of the staircase need not be dark in nature at all, it only needs to represent a thwarting of the players' intent.
There was a mobile game in 2011 called "One Single Life" where you had to complete a series of platforming jumps, the catch was that the game would end permanently if you died just once, the player could test run the next jump as many times as they pleased, but when they tried it for real they had to put everything on the line, and of course each jump got technically more challenging. This game had a form of midnight staircase, with the players' chances improving as the player gained more skill, and the challenge increasing every time they successfully make a for-real jump. Each test run was a kind of staircase, and getting off the staircase was when you tried it for real. What's weird about it is the stats that improve are not in the game itself, but inside the player.
If you have questions, please ask on Discord!
Winners will be announced 8 November 2024.
BE SURE TO JOIN OUR OFFICIAL TWITTER & DISCORD FOR SA GAME JAM!
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