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(1 edit)

At the end of the day, we get out of jams what we get out of jams. If someone put alot of effort trying to make something new, they probably grew and learned alot in the process. I, for one, spent an embarrasingly long amount of time working on implementing delta time into my platformer's jumping code (around several hours?), which equated to, codewise, only 2 multiplications, and essentially nothing all that important to the player (unless they consistently run their game on 30fps instead of 60 somehow!). But, now I know more about delta time and whatnot, and can implement it wherever I please. The same goes for other concepts, like raycasting, pathfinding, using shaders, 3D, procedural generation, etc. If your goal in the jam is to complete a new game, hopefully you get a game out of it. If its to learn more about a concept, you may have to sacrifice adding content in order to explore and learn that concept. If your goal is to bring light to you as a developer and to your games by reusing parts or all of your previous games or assets, and if that is acceptable, then hopefully you get more eyes on you, but you do lose the opportunity to try something new and explore different ideas.

TL;DR: Hopefully everyone got what they wanted out of the jam. I for one learned alot about myself, what I'm interested in, how fast I can work, what is more important to work on in a jam, and that I like doing jams. In the next jam, I'll be better prepared, focus more on the important stuff, and hopefully make a better game. Keep getting better, everyone!