This jam is now over. It ran from 2022-09-30 22:00:00 to 2022-11-03 23:00:00. View 71 entries
⚠ As usual, the Deadline has been extended by a few days ⚠
Just so you can take time to collet your thoughts and write down your post mortem.Congratulations for making it through Devtober! I hope that you learned useful stuff, regardless of if you met your goals or not.
Hello, and welcome to Devtober 2022!
It's pretty simple - it's a personal challenge where the focus is finding your own pace, building good habits and work routine.
There's no real rules - it's a commitment to yourself more than a game jam, but if you feel the need for some direction, we've been following these extremely basic rules for the past few years:
Most people - probably including you! - want to make games, but struggle to find the time to get started, let alone stay motivated for long periods of time. So, this challenge focuses on not only honing your skills, but most importantly getting in the routine of working on your game every day. You basically want to avoid relying on motivation, and instead develop good habits and discipline!
You're absolutely free to tweak or ignore our rules. Maybe every day is not healthy for you, or maybe working toward daily goals to share is counter-productive to your project. Just do you! No one is gonna judge you but yourself. So long as you're working at a steady pace, and learning how to keep that rhythm going after October ends, you're definitely winning.
And please, don't skip on the post mortem. It's important, not only so you know what you've learned, but also and mainly so that other people can learn from you, too!
Devtober doesn't really have a theme! This is definitely not a contest, and instead of trying to come up with a new game idea, consider instead starting that game you've always wanted to make, pick up that project you put on hiatus months ago, or just make something small. What matters is only making something!
If you really want a theme, consider this: make something small - even smaller than you'd think - and focus instead on releasing it by the end of the month. Make something, polish it, debug it, test it, and push it to market. Make it your objective to make at least one dollar by selling whatever you've made, by the end of october. How does that sound?
All of october! Hence the name, dev-(oc)tober. Start working on october 1st, you complete the challenge if you work a little every day until october 31st.
Devarch? Really? Look, it's arbitrary. October is actually a pretty quiet month - not a lot of game releases, away from both summer and winter vacations... and besides, you're absolutely free to take on the challenge at any time that works best for you.
Nope! It's a personal challenge. No one is judging you and there is no participation prizes, but the satisfaction of improving yourself and/or achieving whatever goals you set. I actually highly recommend that you set your own goals.
Again, it's your choice. I suggest making a very small game from start to finish, so you have something to show for it. But maybe just prototyping something you want to try would be a better fit for you! Or maybe make a vertical slice of that game you really want to make, so maybe you can pitch it to publishers or investors. Or maybe go back to a game you've already released, but fix some bugs, or add content? You set your own goals within your own schedule and free time. Just make sure you set realistic objectives, you don't want it to end up being demoralising!
That being said, as it turns out, Ludum Dare, an extremely popular game jam, starts on October 1st this year. If you're struggling to find a starting point for Devtober, you could absolutely participate in Ludum Dare, and spend the rest of the month polishing your game for an actual real release!
Well, it doesn't have to be! You can definitely keep working on whatever you're doing right now, if you have something. All that matters is being consistent about progress.
I'm going to assume that you're gonna be sad about it. And honestly, that's it.
Failure is a very subjective thing. Your goal should just be to work a little every day, it's all about developing good working habits.
For my first devtober, what I wanted was to make a game from start to finish. And boy, did I overscope and went way over my head! In that regard, I totally failed... but at the same time, I worked a little on my game every day.
Last year, I straight up gave up midway through, due to a lot of personal reasons.
Did I fail? I dunno. I don't feel like I did, even when I gave up. Because either way, I still improved a lot, and learned about myself and how I should approach things. I genuinely believe that's all that matters!
I know, right? It's so hard to make things by yourself.
First of all, don't hesitate to team up! Finding likeminded people can do wonders to fill in blank spots or help with motivation, and will definitely be a learning experience. You can pop on our Discord to find a team, or try itch.io's own Community section.
Alternatively, you can (and probably should!) use existing assets! By that I mean, there's a variety of free and paid asset libraries on the internet that probably fill most of your needs, be it visuals, music, sounds, or even helpful code, scripts and whatnot. There's no shame on using these!
And this year the kind folks at GameDevHQ have offered their help to all Devtober participants with access to their library of Unity3D assets!
You can just go to their website, subscribe, and use the coupon FREEMONTHONFILEBASE at check out for, well, a free month! Make sure to cancel your subscription within said month if you don't want to be billed - or don't, if you're satisfied with their services feel free to keep it rolling~
I am told you will be to keep the assets - even for commercial use! - even after your free month runs out.
You can check it out here! We've had a whopping 1,636 people joining the jam on itch.io alone, and I can't imagine how many more participated in their own ways. We got hundreds of people joining the Discord, too - honestly it was overwhelming!
Lots of people shared their progress on twitter or the Discord, and you should be able to see people's Post Mortem on last year's itch page, along with the in built community forums that some of us used as a devlog.
I've written some thoughts and guidelines a couple years ago on our twitter account. Check it out right here!
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