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(+2)

Agree with everybody before, but here a few points from bit more actual game-design view (learned from my own game, but also by testing others) :

  • Don't make too slow-paced games on a game jam. People have little time, especially in a huge jam like this
  • Also test your "dead-ends", and ensure they have no groundbreaking bugs
  • Keep your scope small (not especially learned this time, but the scope was again too big^^)
  • Focus on one main game-mechanic and polish that one (there are a few very good ones in this jam)
  • Use sound, just a little bit can bring your game to a total different level
  • If you have a story in your game, ensure asap that at least the keypoints can be reached and the game-loop is complete.
  • There are lots of different people playing your game, so ensure difficulty is not too hard.
(+2)

Totally agree. From a GD perspective, for me:

- Always scope for variety to avoid repetition

- Don't forget to add a cooldown for OP attacks 

:')