This jam is now over. It ran from 2025-10-19 14:00:00 to 2025-10-23 20:59:00. View 5 entries
Take something ordinary — like talking to your pet, drinking coffee, or cleaning your room — and make it unsettling. Show how normal actions become creepy or strange in a new setting. Goal: Make the player feel uneasy with something that should feel safe.
Start: 19 / 10 / 2025
Deadline: 23 / 10 / 2025
Duration: ~5 Days
Work in your assigned group.
Your game must follow the theme (to be revealed at the start!).
Keep it simple — focus on making it playable, not perfect.
Be creative and original — make it yours!
Focus: Apply The Principles of Game Design to plan your jam project before development.
Each team must write and submit a Game Design Idea Document (max 1 page) covering these elements:
| # | Principle | What to Include |
|---|---|---|
| 1️⃣ | Player Emotion | What do you want players to feel while playing? (fear, tension, joy, chaos…) |
| 2️⃣ | Core Mechanic | What will the player do 80% of the time? (jump, shoot, move, interact, etc.) |
| 3️⃣ | Unique Twist | What makes your mechanic different or personal? (new rule, condition, limitation…) |
| 4️⃣ | Core Loop | Describe your main loop: Action → Feedback → Reward → Repeat |
| 5️⃣ | Feedback System | How does the player know something happened? (sound, particles, screen shake, etc.) |
| 6️⃣ | Scope & Goal | What is a realistic scope for 5 days? 1 level, 1 mechanic, 1 polish layer. |
| 7️⃣ | Design Pillars | Write 3 short phrases that define your game’s design vision. |
| 8️⃣ | Theme Fit | How does your idea connect to the jam theme? |
After Finishing the Idea
Together, analyze your idea through these two questions:
Does it create more player decisions?
Does it appear after mastery (not at the start)?
Does it connect systems together (e.g., score → upgrades → new goals)?
It makes players confused or slows understanding.
It doesn’t match the emotion or goal.
It increases work but not fun.
It’s added “just because it’s cool.”
💬 Decide as a group:
One example of Good Complexity to keep.
One example of Bad Complexity to remove or avoid.
Now decide which direction your game needs:
| Choice | When to Use It | Example |
|---|---|---|
| ✨ Simplify | The idea feels unclear, heavy, or repetitive. | Remove collectibles, focus on jump rhythm. |
| ⚙️ Deepen | The core feels good but needs long-term depth. | Add enemies or systems that combine with jumping. |
Upload a Unity build:
Windows (.exe) or WebGL.
Include a short game description:
🎮 Game Title
🎮 Controls
🎭 How your game fits the theme
| Category | Description |
|---|---|
| 🎨 Creativity | Did you use the theme in a unique way? |
| ⚙️ Gameplay | Is it fun and playable? |
| ✨ Polish | Nice touches like UI, sound, and visuals. |
| 🧠 Design Application | Did you apply the Game Design Principles effectively? |
This jam is designed to make you:
Apply real Game Design principles in a project
Build a playable 3D experience within scope
Learn iteration and teamwork through real feedback loops
Have fun while experimenting creatively 🎮
No submissions match your filter