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That personal challenges did you take for this jam?

A topic by astery created Apr 18, 2016 Views: 915 Replies: 29
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Submitted (1 edit)

I allow my self a small amount of pr. At the beginning of jam we brainstorm some game ideas, and came out with question - is it possible to make a first person view in 16x16 or 8x8? Ho, and maybe we can make it more hardcore and do it in plain c? And 18 of April here it is - 7x7 rpg =)

What personal challenges beyond of agenda did you take for this jam?


In our case, we wanted to do some kind of online game for a while but using our own networking code instead of an integrated solution. After several days of crying and sleeping 5 hours a day we made it happen, check it out.

By the way, your game won't open in my computer! It can't find smpeg2.dll and libpng16-16.dll, even though the second one is there. I'm using Windows 10. Did you code it from scratch in C or C++? Kudos for that if it's the case. :D


I had a simple one of just release something.

Past couple of years have been particularly difficult to get things done in, and I partially ended up with "coder paralysis" for want of a better term - know what to do, can see what to do, but can't concentrate enough to get it done in fear that it won't "be good enough".

Hopefully I've broken that cycle now, as I've a lot to do to get the Badgers back up on it's feet!

And yes, Sploosh! is a bit rough round the edges, but it's finished. It works. It's playable and there's a clear idea there to explore further.

So, that's a success then!


Wow, making a multiplayer game is really a challange, respect for you. Visual style make me to recall "liero", and I fall in nostalgic mood =). I'm check it out in the evening for sure.

Application complains about missing libs, It's a shame for us. I've updated game page - added archive with missing libraries.

To answer the question - Yes, we make it from scratch in C (only, without C++) using SDL2 library. At the beginning not the one of two of us have a C skill =).

You said about several sleepless days - I wonder how many people working on the game and how many hours in total it took? In comparison, there was the two of us working about 2 hours in a day with some rare day offs and sleepless Friday and Sunday nights.


It's been ages since I haven't coded anything game related in C / C++, I've gotta get some good old OpenGL game running. We were mostly three people working on the game, two programmers, one for the game and other for the server, and other person for the graphics. Except for the weekend we only had time to work on it on the nights so it was quite tiring -w-


Made a game in 24 hours.

To be fair, it was less of a personal challenge and more of a "oh my god, I spent all my time on coursework and nearly forgot to make a LOWREZJAM game" scenario.

But hey, it got made!


@Arcade Badgers, sure it success, and such a wonderful feeling! I want to remember it then it's 5 am, and you have light in your body and thought in a mind: "We made it. Is it true? ... We maid it! Started and finished to the end. Started and finished. ... Thanks, god, we made it, it wasn't easy." I want to remember it. I still have a some tremble in my arms =)


hum, don't know if it was actually a challenge, but i saw a cool opportunity to make something in pixel-art, a thing i haven't used in my projects until this game. also i had no idea on how to make a platformer game, so was a nive learning experience


I tried making my entry without taking any time off work or delaying the day-to-day things I had to take care of. On top of that I tried implementing some mechanics I hadn't really worked with before (lighting and masking, in this case). It didn't turn out too great due to an enormous lack of time to produce anything worthwhile, but hey. At least I learned a couple of new things :)


Completed my first game jam. =)

Never worked with pixel art before and a fixed resolution of that size. I'm glad it was 2 weeks though I don't know if I could handle a weekend jam with family and work etc.


Personally, I made a log of the beginning to end of jam submission. Trying to improve my writing skill with that.

The game I made for this jam was also a variant from my old game, same game mechanic but different aspects. I tried to reuse game mechanic I made in the past instead of making from scratch.


To me the challenge was making a game whatsoever. I've never finished a game except for a couple small joke games (of the type that you make for your friends, and the games take 5 seconds to play). I had to learn how to use GameMaker during the jam, and I had to learn to write GML scripts in order to make the game I wanted. Even though my game ended up a fairly lame demo version, I'm very happy that I have anything at all, and I didn't give up! :-) I feel like I learned a lot about programming, and I will keep working to make a full version of my game.


I never heard of a game jam before this started, and then there was an invite in my email. Have I learned enough about Ruby to complete a game before the deadline?

I faced challenges implementing Classes and Modules with symbols and hashes in a way that prevents slow performance from constant looping.

Thanks to other posts here I discovered worlds of information, like this one that lists every mistake I did make:

I ran the marathon and completed it. Now I run it again!


Making the game as nice looking as I can with the colors black, orange, and orange-white. Secondly, I choose to have the sprites be 7x7px rather than 8x8 and having an odd number of pixels made designing tile sets a very different experience because of the way it disrupts patterns. It certainly gave Snake Pit a personality.


Limited pallete is really in spirit of the jam.


Finishing something I started was an accomplishment for me. Seeing that big green Published button next to my game is really neat.

That, and not getting cold feet half-way through the jam and giving up.


I haven't really tried any pixel art in a long time, and certainly not at these constraints. I tacked on an additional 16 color challenge to get a bit more insight into that world too, from where I ended up borrowing the rather nice db16 palette of colors:

I also happen to be working on a game jam / game engineering teaching tool at which has a retro 16 bit feature set, so retro things have been on my mind. My game actually runs scaled up 3X inside Super Jamicom, which mimics the old Super Nintendo resolution of 256x224, so this jam was actually retro to my retro fantasy console :) Sort of the way the SNES Gameboy player worked?

Anyway, I had a lot of fun. As always, any and all are welcome to try out my jam! Thanks!


My main goal was to not pull an all nighter, and to experiment with art styles that I'm not so comfortable with (pixel art and character faces). I feel like I achieved more than I was hoping for on the latter and even though I had a few late nights, I slept every day, so wins all round \o/

I used this game jam as an excuse to learn Python properly. I had some

In retrospect, it was a terrible idea, because, while python is cross platform, distributing it and our graphics/sound library has proved to be a major challenge, to the point that I don't think many people will play our game just because setting it up is a chore, unless you happen to be on linux.

Great fun though, and an excellent event.


*blows raspberry at*

Submitted (2 edits)

Well, in first, was the first "playable" game that i made alone(except music, still don't know do this haha, but i'm trying) xD.

Hmm, and i just have experience with game engines, and on final of past year, i made my first game using a framework in c++(allegro), and i discover that i love do that hahaha. So, in this jam, i tried to use Love2D, but i had some issues in my code organization D: , then i remade the game in GameMaker. And I liked the final result xD.

And finally, I would like to congratulate all the persons who finish their games, really it's not easy o/.

Submitted (1 edit)

I spent about three days in total implementing the engine from scratch and tinkering with the WebGL shaders to properly align the pixels. For me this is also the first jam and I'm pretty happy that I've been able to deliver an MVP of the game, that is actually playable.

Submitted (2 edits)

What was really challenging was that I've joined this jam a week later after the jam started. This gave me a very limited amount of time, but me and my team managed to pull it off.

This was all done while learning more on how to make games with the Godot Game Engine.


My "challenge" was to finish something with MonoGame for the first time. My prior experience was mostly Unity. I really enjoyed the different way of making this game. I prefer working in code and not in an editor like Unity.

The real chalenge was the second week of the jam where i was exhausted because I worked so much in the first week. So progress slowed down and I did not revist some of the bigger problems of my game (in my rogue like, the world is not really interessting, i should have spawned more interessting things, better enemy placement, etc.). But in the end im happy


This might sound a bit strange, but my self-imposed challenge was to make a plot-driven game in less than 100 words, to go along with the spirit of a low-res game. I'm normally a very verbose writer, to the point that I've made bullet hells in the past with >1000 word plots, so I wanted to make something where every word counted.

(In the end, I think there was just a tad over 100 words in the game's script, though in my defense, a few of them are for instructions.)


I decided to go with a 16 color EGA palette, since that's what I played most of my childhood games with. It's tricky using a lisghtly awful palette and also make things stand out from the background, becasue you are tempted to use only the most pleasing of the colors.

I also did the game in a little over a day, but that's just because I scrapped my first idea, and sterted the new one on friday, reusing some code and sprites.

Mechanically I just had the idea of the player setting their own difficulty and getting scored based on that.


The Pico8 engine piqued my interest for this Jam and I ended up making 2 games for it. The first, a match 3 game, was made inside 24 hours, and was my first Pico8 game (and my first introduction to LUA), the second took another 10 days and had an incredible scope, incorporating a 500ly wide procedurally generated galaxy, a list of tradable commodities and an upgradable ship. Thankfully I decided against actually having a flight model (and essentially making Elite inside of a fortnight).

I quickly hit Pico8's memory limit with a galaxy 1,000 Ly wide, even when using PRNG Seeds to only generate planets when needed. Downsizing it to 500 Ly solved that problem though.

Challenging, certainly. I may also be legally insane too.


Isn't floating point precision an issue way before scales involving lightyears?


Only if you're measuring distance in inches...

Submitted (1 edit)

I wanted to learn how to use raymarching and distance fields to render 3D scenes like all the cool kids in the demoscene, and figured that I could do it in real-time at 64x64. I also wanted to try the new multipass features of Shadertoy.

Although there were some compatibility problems with WebGL on some computers that I'm only now ironing out, I think it was basically a success!

It's a low-rez space simulator called LAIKA. Play it here, w/ source code available here for the curious.