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What I learned from my latest game jam entry

Snowshard Cavern is my second public game made with Godot, my second game jam entry and my first game jam entry using said game engine.

Although I thought the idea for the game was good, the time limit quickly turned it into more of an experience for me as a gamedev than a quality game. With it, I learned the following:

  • I’m not cut out for soloing time-crunching game jams; I just can’t work that quickly on my own. Either the product is rushed, the stress takes a toll on me mentally, or both.
  • I focus more on graphics, sound and music than actual gameplay.
  • I tend to plan too far ahead in game development without accounting for development time.
  • All of the above suggest that I might thoroughly enjoy working in a team on a game jam, preferably as a composer/producer or artist.
  • This is more of a tip for other devs, but trying to figure out a feature in your game engine for the first time during a time-sensitive jam is generally not a good idea. Trying (and failing) to get Godot’s built-in pathfinding to work set me back a good few hours, which just made the game all the more rushed in the end.
  • One should always test their game engine’s general functionality and export capabilities, too; Even if it’s just a new version of a familiar engine. (I really, really wish Godot had been more clear and upfront about Godot 4.0 not supporting all platforms yet.)

I just needed to get all that off my chest. Hopefully, I won’t stress this much over jams in the future.

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