- No one reads instructions :) So a tutorial embedded into game is a must. There are some discussions of necessity of the tutorials in general but jams proved me that they are indispensable.
- From the time that the first pixel moves, play-test should begin. This may sound like an exaggeration, I think play-test should start immediately. All of my games suffered from this; I am having hard time to find play-tester so they remain unbalanced for the most of the time.
- Time never is enough for jams. My first jam was a month long. This was a week long. Still last time submissions for both :) Don't ever say "Oh, there is plenty of time". It never is
What are your lessons learned from the jams? I would like to hear from them for some food for thought.
- Bonus Lesson: It seems it is hard to get ratings in a Jam like this big. If your rate my game i will return the favor :)
https://itch.io/jam/scream-jam-2023/rate/2318085