Posted July 15, 2020 by B-Deshi Dev
Hello, GMTK jam 2020 jam happened and went in the blink of an eye. I will try to outline my thoughts on how it went for me below.
The theme this time around was Out of control. I ended up making a puzzle platformer where each Control is a powerup you need to pick up. Ex: pick up a left powerup to be able to go left. You can also inject those controls into inanimate objects. The idea’s simple but it allowed for a variety of interesting puzzles.
I started the jam as a programmer in a pretty large team (including 2 artists, 1 Composer, 1 Sound Designer and 1 other programmer). The GMTK jam had > 15k participants and it was a huge collaboration opportunity for a nobody dev like me. Everybody in the team was super talented. And yet I quit the team one day into the jam to work on a different game by myself. What went wrong?
Well, a lot of things. We spent an hour brainstorming ideas after the jam started. The idea we had settled on as a team was a game with a narrator that encouraged you to stick to a predetermined path and you can ignore his instructions to escape his control. We iterated on this further but we could not make the level design any good and we had lots of scope creep. It was obvious that we wouldn’t make it in 1 more day.
We had to give up and start another brainstorming session. The team was clearly worn out at this point. We couldn’t come up with a decent idea we could agree on (My control injection idea was still WIP). So, they wanted to make a “safe” game that we could complete.
I understand why. With all the art and music talent involved, even if we made a safe game, the resulting game would still be a decent portfolio piece. On the other hand, I was confident that my idea was something I could even finish alone. It might not garner that much attention but at least it would be something I’m proud of. I made my choice and parted with the team with 24 hours remaining.
Did I burn bridges I couldn’t afford to burn? Yes, I did. Do I regret it? Not one bit. I would love to collaborate with everyone on the team again even though things got awkward between us. But making a good game was and still is my priority.
But the clock was still ticking. I had no game. Just a vague idea, some badly drawn level layouts on paper and functional platformer code from the first day. I had to cut scope. I originally had more mechanics planned than just being able to move platforms. I cut out all things except that. The core mechanic was good enough to make levels out of just that. I set up Trello for each feature I needed to implement. Finally, with the alarm set to 6 AM, I went to sleep at 11 PM; I fell asleep at 1 AM.
I woke up at 8AM. I took some coffee and jumped back into code. Moving platforms was done within an hour. Then I implemented the control injection mechanic. The base game was done within 2 PM. Now, it was time for level design.
I spent 1.5 hours drawing pen and paper levels. I picked 10 from there. I had to adjust some things and rework some code to allow for some things. It was all done at 7 AM. The game was done. But I still had to polish the visuals. The jam would end at 1 AM for me. I polished the game up to 1AM, made a desktop and webGL build, submitted and went to sleep.
That’s all for how the jam went. Now I’ll try to elaborate on how I approached specific parts of the game’s design.
I had made a bunch of jam games before. But all of the levels in them were essentially hallways. A puzzle platformer was a nice chance to focus on the level design for once. This is how I approached it:
In general, it’s recommended to dedicate the last few hours of a jam to polish. I had 5 hours to polish the game. On that front I think I failed. I’m using some post-processing effects but I should have tweaked the visuals more.
Having good visual communication also corresponds to having a polished game. One thing I wanted to ensure was that information was always clearly visible to the player. Ex: The player always knows what direction when he can move in because the powerup shows up on his sprite. Similarly, “injected” platforms also show visually how they can move.
I originally had WASD keys as the powerup icon but I changed it to directional arrows since it was more intuitive.
The color theme and bloom is where I think I sort of messed up. The current color scheme works but the bloom is a bit too much. I had an issue where I had to redo the colors after switching to webGL so that wasted some time as well.
I think the other problem is that I should have used reference images from other games that have already pulled off an aesthetic like this. Like this one.
That looks far better than mine and yet there is nothing there I couldn’t have implemented.
That’s all. Thank you for reading that wall of text.
You can play the game: here.
You can rate the game: here.
This is my 6th game jam. I avoided discussing old topics that I had addressed previously. If you want to see advice from a first/second timer’s perspective, I’ve got you covered.