This jam is now over. It ran from 2025-10-19 14:00:00 to 2025-10-23 20:59:00. View 5 entries

🎮 Code & Play 3D

Theme: Normal Made Weird

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.

📅 Jam Info

  • Start: 19 / 10 / 2025

  • Deadline: 23 / 10 / 2025

  • Duration: ~5 Days

Rules

  • 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!

🧠 Day 1 — Game Design Workshop & Idea Submission

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:

#PrincipleWhat 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 

⚖️  Evaluate Your Complexity 

Together, analyze your idea through these two questions:

🧠 When would adding complexity be GOOD?

  • 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)?

⚠️ When would it be BAD?

  • 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.

✂️ Step 4 — Simplify or Deepen 

Now decide which direction your game needs:

ChoiceWhen to Use ItExample
✨ 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.


📝 Submission

Upload a Unity build:

  • Windows (.exe) or WebGL.

Include a short game description:

  • 🎮 Game Title

  • 🎮 Controls

  • 🎭 How your game fits the theme

🏆 Judging Criteria

CategoryDescription
🎨 CreativityDid you use the theme in a unique way?
⚙️ GameplayIs it fun and playable?
✨ Polish Nice touches like UI, sound, and visuals.
🧠  Design ApplicationDid you apply the Game Design Principles effectively?

🎯 Jam Goal

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 🎮

Submissions(5)

All submissions
·
Browser playable (4)
·
Windows (1)

No submissions match your filter

stay alert, and don’t look back — something is following you.
Action
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Every second brings him closer to Lian… or to something else.
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Help the little cat to escape from the house
Survival
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Survival
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