Submissions open from 2026-01-25 05:00:00 to 2026-02-02 21:00:00
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Welcome to the first Ragebait Jam!

The Ragebait Jam is an event where participants design a game specifically engineered to push people's buttons. This game can be made in any interactive digital media medium; including game engines, interactive FMVs, never-ending scrolling web page, and more! 

We are exploring the "hurt me plenty" genre of game design. We want experiences that are engineered to test the limits of player patience, not through bad design, but through brutal, unforgiving challenges, and any other torment you would like to inflict. The goal isn't to discourage the player, but to demand they elevate their skills to overcome seemingly impossible obstacles.

The Ragebait Jam hopes to explore the psychology of frustration and prove that sometimes, being a little "toxic" is a legitimate design choice.

This is a ranked jam, because what is ragebait without a leaderboard to fight over? Submissions will be judged on how effectively they provoke their audience.

Game jams are an excellent opportunity to test the limits of player patience, and "anti-fun" mechanics deserve more recognition.


Have questions?
Looking for teammates?

 
Join our Discord!


The Theme:

The Theme will be announced when the jam begins.
While the theme is always up to interpretation, the most successful entries will find a way to make the theme itself a source of frustration. We aren't going to be too strict; we wouldn't want to ruin your fun before you ruin everyone else's. Teaming up is encouraged (misery loves company), but solo is perfectly fine too!

Simply:

  • The Playable Factor: The game must be playable in-browser or via executable. Do not make it crash on purpose.
  • The Goal: The game must be designed to elicit a strong emotional reaction (frustration, disbelief, or "clout-chasing" rage).
  • No Actual Harm: Keep the rage in the game. No malware, no actual hate speech, and no breaking itch.io’s TOS.

More on the Playable Factor; Please ensure that your "Foddian" challenge remains a test of skill, not a barrier to entry. Video games are for everyone, and great design means ensuring that no player is excluded from the experience due to a disability. Just as the web relies on the Web Content Accessibility Guidelines (WCAG) to keep the internet usable, game developers should strive to meet similar standards to welcome the widest possible audience. High color contrast between text and backgrounds so those with low vision can read your UI, and avoiding reliance on color alone for mechanics to support colorblind players. Crucially, developers must be mindful of photosensitivity; avoiding flashing lights or rapid patterns (specifically anything flashing more than three times per second) prevents seizures and protects players with epilepsy. By adhering to these standards and creating accessible settings, such as remappable controls or epilepsy warnings we ensure we have fun, while being mindful of others.

Resources for the Aspiring Troll

Art & Sound Assets:

Game Engines:

  • Unity - Great for physics-based frustration.
  • Godot - Lightweight and fast for rapid-fire rage.

About Rage-Inducing Design: