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(2 edits)

16+ Hours In: It's Playable! 

And I survived the code wrestling...

Spent about 50% of my time fighting stubborn logic bugs and code roadblocks. 

Went "temporarily" mad trying to get things to work and was this close to swearing at my screen. 

Accidentally broke things twice by over-complicating it, but thank goodness for version control saving my skin!

Right now, I'm using placeholder art and music alongside some personal assets I purchased years ago but never actually used.

If time permit... plan is to swap out the placeholders for proper stock/owned assets after the mid-jam).

Almost forgot to mention, I'm incredibly grateful to GameDev.tv for hosting this Game Jam. I actually bought some of their courses via a 

Humble Bundle a while back, but life got too busy and I never got around to using them. This jam finally pushed me to sit down and get a 

playable prototype done!

I’m already really satisfied with what I’ve achieved so far, but I’m going to keep polishing until the deadline...

For my jam games I kind of do things a bit backwards to the normally recommended approach, I create, then build, then tidy with any time I have left.

I normally go into a jam knowing 80% of what I want to make, and try to keep the scope limited to reduce the need to spend the entire time on asset creation.

The other 20% will be things learned in doing the jam, minor rescoping, or minor improvememts from incremental playtests.