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1. Hi there! What's your name? Want to introduce yourself?

I'm Innes, hi!

2. Did you participate in the last jam we held? If so, what do you plan on doing better this time? If not, what's your reason for joining?

No, but I participated in Winter 2017. I want to be better about documenting my work and interacting with other jammers.

3. What games are your favorites? Did any of them inspire you, or made you want to make your own?

I like a lot of games! The MMO Glitch is a pretty big inspiration to me. I also like the Sims series and Sufficiently Advanced, as well as the works of Christine Love, Avery Alder, and Porpentine.

4. Do you have experience with game development? What did you do/with what engine?

I've made complete if small games in Twine and prototypes in Construct 2, Unreal Engine 4, Ren'Py, GameMaker Studio, and RPGMaker VX Ace. The only work available online at the moment is my previous jam game, which you can see on my profile.

5. Tell us about something you're passionate about!

How implementation of game mechanics can influence the narrative they present. Stopping there because I can quickly go into essays about that, but feel free to DM me about it on Discord or something.

6. What are your goals for this game jam?

  • a character creation system with stats that impact gameplay
  • a combat/conflict system that takes advantage of those stats

7. Any advice to new jammers (if you're a veteran)?

Get something done and write about it every day, if feasible. This will help you keep a rhythm. Also, talk to other people about their games! Ask them questions; tell them what you like.

8. If you're a returning jammer, what can the admins do to improve your jam experience?

Encourage participants to comment on each other's devlogs more. The amount of attention a given game received was highly variable, even if it ended up with a finished demo, and it could feel isolating.

Also, stress constructive feedback and what that means; the only comment I got on my demo itself was half backhanded compliment and half arbitrary complaint, couched in polite language, and none of it was actionable. (So I deleted it.)

Encourage participants to comment on each other's devlogs more. The amount of attention a given game received was highly variable, even if it ended up with a finished demo, and it could feel isolating.

yeah, i agree this has been a reoccurring issue, probably due to the sheer volume of games we usually get- like usually 80-100+... we'll try pushing the comment-for-comment model, but it's hard to enforce as it's mainly just an honor system. do you have any suggestions for what we could do?

Also, stress constructive feedback and what that means; the only comment I got on my demo itself was half backhanded compliment and half arbitrary complaint, couched in polite language, and none of it was actionable. (So I deleted it.)

oof, i'm sorry that happened to you. unfortunately we can only really do something about it if it's a fellow jammer who made the comment— obviously strangers are outside our jurisdiction, but let us know if something like this happens again. i'll suggest a warning system for non-constructive crit.

Yeah, that's the thing, I'm not really sure how I'd go about equalizing it. People like what looks flashy, or what their friends are doing, etc. etc. There's always going to be SOME inequality of attention, but maybe... suggesting that people review the games they've tried out? The playtesting thread was the only way I knew people were playing mine.

Ugh, yeah, I have a feeling it was a stranger with time on their hands, but if it comes up again, I'll let you know.