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(2 edits) (+3)
  • Really spend your time polishing your game. Building levels can be done another time. Though if there are only a few hours left and your game has absolutely no levels, then I suggest you get started. Unlike me, who foolishly threw all of the game's levels together in the last hour of my time budget. That was not fun. 

One good game design trick I've heard of is to strip the game of its level design, visuals, and sounds, (essentially turn the player into a square and trap them in a box) and if the player feels good and fun to just move around and can keep your attention even with no real objective or challenge, you've got yourself the foundation of a great game.

  • You have to make them interested in your game. What good is a great game if the player doesn't notice it among all the others? There could be some true gems hidden here and there that don't get noticed because of the lack of a cover image and a catchy title. That's why marketing and communication are important for your game to get seen and played.
(+1)

In my first jam, my thumbnail was nothing special, vs my artist's take this time. Needless to say, I'm doing better this time around.



vs

Good thumbnails are the difference between 3 and 300 plays.